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Characters / League of Legends: M to O

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This page contains all champions with names beginning with the letters M to O.

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    Malphite, Shard of the Monolith
"Rock solid."

Voiced by: Unknown (English), Roberto Encinas (European Spanish), Rubén Moya (Mexican Spanish), Ryuzaburo Otomo (Japanese), Yeong-Hoon Shin (Korean)

"Beware, minions of chaos! The Shard of the Monolith has come."

A massive creature of living stone, Malphite was born from the heart of the great Ixtali construct known as the Monolith. He has studied the elemental balance of Runeterra for thousands of years, using his tremendous strength to maintain order in a frequently chaotic world. Now, roused all too often from his slumbers, Malphite endures the fluid temperaments of mortals, while struggling to find a cause worthy of the last of his kind.

Malphite is a Vanguard champion who excels at initiating fights by diving into the enemy team, setting them up for his allies while using his innate tankiness to absorb physical damage.

  • His passive, Granite Shield, grants Malphite a protective rock shield based on his max health, which regenerates when destroyed if he avoids taking damage for a few seconds.
  • His first ability, Seismic Shard, sends a rock rolling at an enemy, damaging them and stealing their movement speed for a few seconds, slowing them and speeding up Malphite.
  • His second ability, Thunderclap, passively increases Malphite's armor, multiplied when Granite Shield is active. When activated, Malphite's next basic attack gains bonus range and damage, and for a few seconds his basic attacks create aftershocks that damage enemies in a cone behind the target.
  • With his third ability, Ground Slam, Malphite punches the ground, sending out a shockwave that damages and cripples nearby enemies, reducing their attack speed for a few seconds.
  • With his ultimate ability, Unstoppable Force, Malphite ferociously charges to a target location, damaging and knocking nearby enemies up into the air upon arrival.

Malphite's alternate skins include Shamrock Malphite, Coral Reef Malphite, Marble Malphite, Obsidian Malphite, Glacial Malphite, Mecha Malphite, Ironside Malphite, Odyssey Malphite, Dark Star Malphite and FPX Malphite

In season 2 of Teamfight Tactics, Malphite is a Tier 4 Mountain Warden. His skill is Unstoppable Force, which causes him to dash to a random enemy, damaging, knocking up and stunning them and all enemies nearby. In season 3, he is changed to a 1 cost Rebel Brawler, with Unstoppable Force replaced by his Granite Shield passive. Giving him a shield equal to a percent of his maximum health at the start of a round.
  • Achilles' Heel: Much like Rammus, Malphite is meant to punish attack damage heavy teams due to the fact he scales well in armor. Against an ability power or magic damage heavy team, however, he will be crushed into shreds relatively easily.
  • Badass Baritone: Click his select quote again if you're not 100% sure.
  • Boring, but Practical: A Malphite is usually picked solely because of his ultimate and has a fairly mundane skillset and laning phase otherwise. And yet, a single well-timed Unstoppable Force can win the game for his team or garner the advantage for them. It's that powerful.
  • Desperately Looking for a Purpose in Life: Malphite's past is shrouded in mystery, to a point where even he isn't sure of what he is anymore, but one certainty about him is that he's looking for a meaning to his current existence as The Last of His Kind.
  • Dishing Out Dirt: He's a living rock, what kind of attacks do you think he uses?
  • Drill Tank: Mecha Malphite transforms into one while recalling.
  • Dynamic Entry: His Unstoppable Force sends foes flying!
  • Foe-Tossing Charge: Click ultimate, click target area, watch them get knocked up, then helplessly being picked apart by your teammates.
  • Genius Loci: Malphite was originally part of an elementally-constructed Monolith, imbued with his own magical life, and has since become a sapient elemental ingrained into the earth. In "Roots of a Poisoned Tree", he's able to control, sense, and communicate through the inner walls of a cave, even forming a face out of a rock wall to speak. He also comments about concurrently trapping and crushing things inhabiting infested rocks (implied to be Voidborn) in his body.
  • Humongous Mecha: His Mecha Malphite Skin. That's Heimerdinger and Ziggs in the foreground in case you can't tell.
  • Identity Amnesia: Apparently Malphite has a tendency to forget his origins.
    Shoorai: Um, are... are you the mountain spirit or something?
  • Implacable Man: If Malphite wants to use Unstoppable Force on enemies, nothing short of killing him will stop him from reaching them.
  • The Last of His Kind: Malphite is the last shard of the Ixtal Monolith, a magic superweapon designed to fight against the Void as constructed by a supremely arrogant Ascended warrior.
  • Lethal Joke Character: Leave tankiness at the door and pick up pure magic damage? "Mage-phite" is born. Players ranging from random solo queue to world championships are often quick to learn a fed AP Malphite was nothing to joke around about, as he can often burst down a carry faster than an assassin. Malphite's ultimate has a 1 to 1 ability power scaling ratio, combined with the good scaling on his Q and E, a good combo from Malphite can kill a squishy in under 2 seconds and thanks to his ultimate truly being unstoppable... if he hits you cannot defend and will die.
  • Living Structure Monster: Malphite was originally part of The Monolith, a city-sized, floating fortress of elemental magics created in an attempt to stop The Void when they erupted in Icathia millennia ago. Sadly, the Monolith lost and was mostly consumed by the vast emptiness, with Malphite being all that remains of it.
  • Meaningful Name: 'Malphite' originates from an Ixtal word for "Bad Stone", the result of the havoc the Monolith inflicted on the land.
  • Mighty Glacier: A good Malphite player is essentially immune to hit and run attacks thanks to his passive, and his ground slam attack gets more powerful the more armor you have. The debuff from his slam also reduces auto attack speed by up to half, which allows him to cripple physical damage champions. The "glacier" part is helped by Seismic Shard's short movement speed boost and of course his famous ultimate. And with his Glacial Malphite skin, he is literally glacial.
  • No Indoor Voice: His color story features all his dialogue in capital letters. Makes sense when you consider that his face alone basically was a wall in of itself.
  • Not the Intended Use:
    • Due to his good scalings, building an AP "Mage-phite" is not at all impossible. Though his melee range and lack of defensive items doom AP Malphite to be a Leeroy Jenkins, his initiation becomes very deadly and can delete clumped-up enemies with little time to react.
    • Before a minor rework, it was even possible to ignore his supposed AP scalings and instead simply build AD to take full advantage of his stupidly good AD steroid (which has since been removed), built-in Tiamat that stacks with Tiamat for up to 120% splash damage, and ability to get into the fight for a build that has just as much Alpha damage, if not more than Mage-phite, while also shoving lanes ungodly fast and hitting like a truck even without his spells.
  • Order Versus Chaos: Malphite sits firmly on the "order" side, and doesn't care much for chaos which the Puny Earthlings of the world cause to disrupt his sleep. Thankfully for them, in spite of being a colossal mountain creature, he preserves order by way of being a passive defender than active enforcer.
  • Retcon: Malphite was very originally envisioned as extraterrestrial, a shard of a sapient Hive Mind of stone known as The Monolith who suddenly arrived to Runeterra via dimensional rift, soon becoming a part of the League of Legends. His lore was left untouched for years, but he finally found a rewrite with the Ixtal update: The Monolith was merely an Ixtali superweapon, and Malphite is the last remaining shard of it, one Desperately Looking for a Purpose in Life in protecting in Runeterra from the Void.
  • Shockwave Stomp: Achieved by smashing the floor with his hand, leaving the Riot Games logo in the ground for a few seconds afterward.
  • Simple, yet Awesome: Unstoppable Force is generally considered one of the best, if not the best, teamfight initiation skill in the game, simply hurling Malphite at the enemy team at high speed and knocking up everything in a decent radius around him when he arrives. Basic, brutal, but devastatingly effective, it's effectively the entire reason you're picking Malphite in the first place.
  • Terse Talker: While his color story paints him as relatively articulate, Malphite's in-game dialogue consists of either brief agreements or short variants of "Smash!" or "Kill!". The single longest thing he says is his joke ("Caught between a rock... and a hard place."), and his taunt is a relatively brief "You will lose."
  • This Is a Drill: Transforms into a Drill Tank resembling the Land Moguera tank in his Mecha skin's recall animation.
  • Units Not to Scale: Based on his default splash art, he has the potential to be utterly enormous. Justified a bit because he's a Sizeshifter and capable of reshaping his body at will, making it possible that he's just taking a smaller form in game.

    Malzahar, the Prophet of the Void
"Oblivion awaits!"

Voiced by: Vic Mignogna (English), Roberto Cuadrado (European Spanish), Oliver Magaña (Mexican Spanish), Fuminori Komatsu (Japanese), Min-Hyeong Jang (Korean)

"We are timeless. We demand sacrifice."

A zealous seer dedicated to the unification of all life, Malzahar truly believes the newly emergent Void to be the path to Runeterra’s salvation. In the desert wastes of Shurima, he followed the voices that whispered in his mind, all the way to ancient Icathia. Amidst the ruins of that land, he gazed into the dark heart of the Void itself, and was gifted new power and purpose. Malzahar now sees himself as a shepherd, empowered to bring others into the fold… or to release the voidling creatures that dwell beneath.

Malzahar is a Battle Mage who thrives in protracted fights, summoning swarms of minions and inflicting powerful sustained damage while locking down a target of his choice.

  • His passive, Void Shift, partially shifts Malzahar into the Void if he avoids taking damage or being crowd-controlled by an enemy champion for a few seconds, making him immune to crowd-control effects and massively reducing incoming damage. Once he takes damage or is crowd-controlled, the effects will linger for a short duration before fading away.
  • With his first ability, Call of the Void, Malzahar opens two parallel portals to the Void at a target location that erupt after a short delay, damaging and briefly silencing enemies between them.
  • His second ability, Void Swarm, passively stores charges whenever Malzahar uses an ability, up to two. When activated, Malzahar spends all charges to summon a Voidling, plus an additional one for each charge spent up to a maximum of three, at a target location, which attack nearby enemies for a few seconds.
  • His third ability, Malefic Visions, infects a nearby enemy's mind with horrific visions of doom, dealing damage-over-time over the next few seconds. If the target dies while afflicted by Malefic Visions, the effect will pass onto the closest enemy, refreshing its duration and restoring some of Malzahar's mana.
  • With his ultimate ability, Nether Grasp, Malzahar channels, unleashing a beam of void energy upon a nearby enemy champion that damages and completely incapacitates them over the duration. A Null Zone is also opened underneath the target for a few seconds, damaging enemies inside based on ther max health.

Malzahar's alternate skins include Shadow Prince Malzahar, Vizier Malzahar, Djinn Malzahar, Overlord Malzahar, Snow Day Malzahar, Battle Boss Malzahar, Hextech Malzahar and World Breaker Malzahar.

In season 2 of Teamfight Tactics, Malzahar uses his Overlord Malzahar skin and is a Tier 2 Shadow Summoner. His ability is Shadow Swarm, which summons a number of Shadow Spawn to attack his enemies. He was removed in season 3.

  • Arch-Enemy: Kassadin. Both were humans that gazed into the Void and gained immense power, though Malzahar went completely insane and is gleefully working toward Runeterra's doom while Kassadin retained his sanity and is trying to stop it. Interestingly, though, a good Kassadin should wreck a Malzahar most of the time if the two face off on the Fields of Justice.
  • Artificial Stupidity: The AI on his (uncontrollable) Voidlings used to be notoriously bad until Riot took note and made some huge changes. They now hide in the brush with him, attack whoever he's using his ultimate on, and dance with him too.
  • Body Horror: He has a third eye on the top of his head.
  • Crazy Sane: In his eyes, surrendering his mind to the Void was the only lucid option. After all, it will come and destroy everything.
  • Demonic Invaders: His Voidlings seem to be this. And that's not even mentioning his masters.
  • Eye Beams: His ultimate.
  • Gameplay and Story Segregation: Kog'Maw is supposedly drawn to Malzahar and aids him in battle, but in-game he's a separate hero. Can be averted if a Kog'Maw and Malzahar player are on the same team, but apart from that, Kog'Maw has little to do with Malzahar in-game.
  • Glass Cannon: An in-your-face confrontation with any enemy means Malzahar is forced to quickly lock said target down or be crushed.
  • Glowing Eyes of Doom: If he locks eyes with you, he's going to fill you with mind-blasting visions. Stay away.
  • Go Mad from the Revelation: More like "pursued, stalked, and harassed by the revelation until he too was worn down to keep his sanity," but the effect is the same.
  • Gradual Grinder: He has one ability that does instantaneous note  damage, the rest deal damage over time. Don't let this fool you though; he's capable of dealing out some serious hurt by combining the three others in a combo.
  • Guardian Entity: It's unclear what Kog'Maw was going to do upon arrival, but he was the first to rush to the scene when Malzahar was fighting Kassadin outside the league.
  • Humanoid Abomination: Has more or less become one.
  • Mad Prophet: He's gone off the deep end. Looking at the void will do that to you.
  • Mind Rape: His Malific Visions and most likely his ult as well.
  • The Minion Master: His W summons an insectoid creature called a "Voidling", which will attack closest enemy or targets hit by Malefic Vision or Nether Grasp with a limited lifespan. For every other spell used before using W, he summons another voidling, maxing at 3 summoned.
  • Not the Intended Use: Playing Malzahar in the jungle is actually viable because of his fast clear-time, expendable Voidlings to meatshield for him, and his deadly combo when he ganks. There also exists AD Malzahar which crosses over into Lethal Joke Character considering he has all AP ratios but his Voidlings gain a lot of his AD, which is quite worrying if 2 of them are attacking you while he has you pinned down with Nether Grasp.
  • Occult Blue Eyes: While he may not be demonically possessed, he fits the rest of the trope to a T.
  • Ornamental Weapon: In his base skin, he has a bladed weapon he never uses. It's a Tragic Keepsake from a time his prophecies failed, which he keeps to remind himself that no prophet is right all the time.
  • Path of Inspiration/Religion of Evil: He's the Prophet of the growing Cult of the Void whose cultists are known to have clashed with Kassadin's 'Preservers of Valoran'. Whether Malzahar's followers are just as mad as their prophet is uncertain.
  • Power Echoes: If ever so slightly.
  • Power Floats: This guy doesn't walk, he floats.
  • Psychic Dreams for Everyone: His E ability, malefic visions, seems to work on this trope.
  • Pūnct'uatìon Sh'akër: He was originally "Al'Zahar", presumably to keep with the other Void dwellers, but his name changed before release.
  • Taking the Bullet: His Voidlings can pull this off easily: When fleeing, the Voidlings will follow behind him like a loyal dog. This also means that skillshots will hit the expendable minion instead of himself — this has saved many a Malzahar from certain skillshot-induced death.
  • The Rival: To Kassadin.
  • Things Man Was Not Meant to Know: Whatever it was that Malzahar saw in his visions, we should be glad he isn't sharing in detail.
  • Weaksauce Weakness: Malzahar's combo depends heavily on his ultimate to suppress a target while his 3 damage-over-time spells (plus Ignite) melt it. The trouble is, if his opponents purchase Quick Silver Sash, they can escape from being locked down and cleanse all of his damaging spells instantly. The fact that it also gives a fair chunk of magic resist means that it's practically designed to render Malzahar useless. Granted, even if an entire team rushes the item (unlikely), it's not exactly in most champions' core build, meaning that they are now many thousands of gold behind.
  • Woobie, Destroyer of Worlds: He became so tired of seeing the misery of the world that he embraced the Void as the destined end of humanity's suffering.
  • You Cannot Fight Fate: As his quote at the top of this character overview says: The sky may fall and the earth may turn into lava? Probably possible, however unlikely. The Eldritch Abominations of the void arriving on Runeterra however? That will happen.

    Maokai, the Twisted Treant
"The Isles will bloom again!"

Voiced by: Jay Preston (English/Current), Scott McNeil (English/Pre-VGU), Ángel Amorós (European Spanish/Current), Juan Carlos Lozano (European Spanish/Pre-VGU), Rubén Moya (Mexican Spanish/Pre-VGU), Herman López (Mexican Spanish/Current), Masafumi Kimura (Japanese), Seong-Hoon Jeong (Korean)

"All around me are empty husks, soulless and unafraid... but I will bring them fear."

Maokai is a rageful, towering treant who fights the unnatural horrors of the Shadow Isles. He was twisted into a force of vengeance after a magical cataclysm destroyed his home, surviving undeath only through the Waters of Life infused within his heartwood. Once a peaceful nature spirit, Maokai now furiously battles to banish the scourge of unlife from the Shadow Isles and restore his home to its former beauty.

Maokai is a Vanguard champion who unleashes the wrath of nature upon his enemies, controlling and disrupting the battlefield with explosive saplings and twisting roots.

  • His passive, Sap Magic, periodically causes Maokai's next basic attack to heal him based on his max health. This effect's cooldown is reduced whenever he uses or is hit by an ability.
  • With his first ability, Bramble Smash, Maokai smashes his fist into the ground with great force, knocking back surrounding enemies and sending out a shockwave in a target direction that damages and briefly slows enemies it passes through.
  • With his second ability, Twisted Advance, Maokai turns into an untargetable mass of roots as he dashes at a nearby enemy, damaging and briefly immobilizing them upon arrival.
  • His third ability, Sapling Toss, hurls a Sapling to a target location, where it burrows into the ground for a long duration, revealing its surroundings. When an enemy walks close to a Sapling it will uproot and start chasing them for a few seconds before exploding, dealing damage to nearby enemies based on their max health and slowing them. Saplings placed inside brush last for a much longer duration and deal increased damage.
  • His ultimate ability, Nature's Grasp, summons five colossal thorny brambles that slowly advance forward, each bramble damaging and immobilizing the first enemy champion hit based on distance traveled.

Maokai's alternate skins include Charred Maokai, Totemic Maokai, Festive Maokai, Haunted Maokai, Goalkeeper Maokai, Meowkai, Victorious Maokai and Worldbreaker Maokai.

In season 2 of Teamfight Tactics, Maokai is a Tier 1 Woodland Druid. His ability is Sap Magic, a passive ability which causes his next attack after being struck by an enemy spell to heal him. He was removed in season 3, before returning as a Tier 1 Elderwood Brawler for season 4. His ability was changed to Bramble Smash, which sends forth a short range shockwave in front of him to damage and slow the attack speed of enemies it hits.

In Legends of Runeterra, Maokai is a 4-mana 1/4 Shadow Isles Champion who creates a 2/1 Sapling with Ephemeral and Challenger the first time you play another unit each round, Tossing the bottom 2 cards from your deck each time. He levels up when a combination of 25 cards have been Tossed or allied units have died, gaining +/1+/1 and Regeneration who Obliterates the entire enemy deck except for 4 random non-Champion cards, and who automatically spawns a free Sapling at the start of every round instead of when his controller plays a unit. His signature spell is Maokai's Sap Magic.

  • Action Bomb: Saplings will run to the nearest enemy and promptly blow up.
  • The Beastmaster: Summons saplings which explode toward nearby enemies, or can be used to just temporarily keep watch over an area for Maokai and his team.
  • Berserk Button: Humans, dead or alive, earn every bit of his contempt.
  • Conveniently Precise Translation: "Maokai" is loosely translated to "victory of vegetation" in Chinese.
  • Counter-Attack: His previous ultimate Vengeful Maelstrom reduces non-turret damage taken for him and his allies when they stay within its circle. When the effect ends, the ability damages enemies within the circle. It does extra damage for every point of damage absorbed, up to a limit.
  • Creepy Good: Not a particularly friendly guy in terms of personality or looks, but he's definitely on the side of the righteous.
  • Cursed With Awesome: He wants to use his state of being to restore the nature of the Shadow Isles to their former glory.
  • Death of a Thousand Cuts: This is actually a poor way to try to kill a Maokai, if the "cuts" are continually-spammed low-power spells, since his passive will keep him alive if enough spells are cast on him. It's better to either burst him down with a few powerful spells or just auto-attack him to death.
  • Determinator: He's been around fighting the spread of undeath and shadows on the Isles since the very day of the Ruination. He is also never going to stop until they bloom with life once again.
    Swain: Your cause is lost, treant. Why fight?
    Maokai: Because no one else will!
  • Difficult, but Awesome: His saplings add a lot of damage potential (100% scaling with his Ability Power) though poorly thrown ones will just blow up to minions during ganks. Part of mastering Maokai is ensuring that his saplings always hit their mark, even if it hides in a crowd of minions.
  • Dynamic Entry: Twisted Advance. It's hard to get more dynamic than being rushed by a swirling mass of energy that spontaneously manifests into a giant pissed-off tree.
  • Energy Being: It's possible that being infused with so much magic permanently changed his physical composition, as Twisted Advance has him momentarily turning from a physical tree to a swirling vortex of energy. Most of the time, though, he's a sturdy tree.
  • Face of a Thug: He looks pretty horrifying, but he's actually a benevolent forest spirit that only wanted to protect his land, until the Ruination curses the isles on which he lived.
  • Gaia's Vengeance: An ultimately benevolent case, as thanks to being imbued with the Tears of Life, he fights to literally grow his own army to fight back against the curse of the Shadow Isles and restore them to peace.
  • Glowing Eyes of Doom: Probably a symptom of all the magic contained within him. The "doom" part very much applies if you're in his way.
  • Good Is Not Nice: He isn't particularly fond of humans or the idea of them intruding on his work, and based on his self-crafted legion of botanical forces in his Shadow Isles grove, he really would prefer they stay away. That said, the extreme sensitivity in his task of growing said forces makes it somewhat understandable, and given that his sole endgoal is to restore the Shadow Isles to their uncursed, blessed glory, you'd be hard-pressed to call him a "bad guy."
  • Green Thumb: Being infused with what remains of the Tears of Life, he can manipulate plantlife and grow plant-based creatures to serve him and his goals. In League of Legends, he can summon saplings, literally root enemies in place, and his ultimate summons a massive torrent of wooden roots. In Legends of Runeterra, he's accompanied by a much greater squad of treant-like forces, many of which are suggested to be at least partially of his own creation.
  • Made of Explodium: His saplings will follow nearby enemy units then explode when they reach them (or otherwise just blow up after a while).
  • Mundane Utility: His saplings are quite useful for scouting ahead so that he doesn't have to face-check brush and can serve as sentries to make sure no one creeps up on him as he does his business. An old trick is to throw a sapling at a jungle camp, providing vision of it, then use Twisted Advance on a monster to move through the wall to escape/pursue in the jungle.
  • Not the Intended Use: Maokai was originally meant to be played in the jungle. However, season 4 LCS has shown that he's a decent top laner due to his sustain, his wave clear, and saplings serving as some form of decent poke. He's also decent in early game 1v1 duels thanks to his natural tankiness and high base damage of his abilities. As some players call it, Wizardtree (or Ability Power Maokai) is an utterly terrifying thing to face. Squishy targets are all but obliterated if Maokai activates his ultimate before jumping onto them.
  • Please Wake Up: Maokai's death animation seems to involve something like this, where his sapling gets up and darts around checking on him seemingly confused until the sapling spins around and then dies too from the magic animating it expiring.
  • Pun: His passive is named "Sap Magic", since it both draws in energy from nearby spells and, well, he's a tree.
  • Retcon: Originally created as a much more sinister character, essentially a wrathful treant from the Twisted Treeline who accidentally (and involuntarily) came to life during an Institute of War battle and was forcibly made into a champion. After the Institute of War was retconned out, Maokai was rebooted to be a much more heroic champion who now fights to end the scourges of the Shadow Isles.
  • Significant Anagram: What Maokai himself might state — "I am Oak". This is, however, a coincidence, as Maokai is named after a Riot Games employee.
  • Spam Attack: He works well either with or against champions that have these, as Sap Magic heals him for a percentage of his health with it's cooldown reducing for every spell that strikes him.
  • Spiritual Successor: To the Plant King champion, who didn't make the final cut.
  • Stone Wall: He doesn't have the greatest damage output (unless he builds AP) but is incredibly bulky.
  • Sweetie Graffiti: Not for he himself, but rather on him.
    (taunting Garen) "Stop carving works into my bark! Everyone knows 'G hearts K'!"
  • Throw Down the Bomblet: His saplings qualify for target-homing bombs.
  • Token Good Teammate: He and Yorick are the more sympathetic among the Shadow Isles champions.
  • Treants: Once a peaceful nature spirit, now a vengeful being of heartwood fighting to undo the Shadow Isles of its curse.
  • Units Not to Scale: Much like Malphite, Rek'sai and Aurelion Sol, Maokai is much, much bigger in lore. In-game he's a little bit taller than Dariusnote , whereas in lore he's inhabiting a fully-grown, and ancient, Oak tree.
  • Unstoppable Rage: In his original lore, he killed 6 champions by himself when he woke up and was going to attack the audience too. It's more subdued in his lines when he's played but it's clear he's still resentful.
  • Weaksauce Weakness: Like Amumu, he's heavily dependent on the blue buff and not that great at fighting 1v1 duels in the jungle. Smart opponents will often take advantage of this and steal his buffs and/or try to kill him to disrupt his jungling heavily.
  • When Trees Attack: He also takes hits like a tree, while you're using a herring.
  • Who Wants to Live Forever?: Especially when he never wanted to be "alive" in the first place.

    Master Yi, the Wuju Bladesman
"My blade is yours."

Voiced by: Micha Berman (English/Normal), Greg Chun (English/PROJECT: Yi), Roberto Encinas (European Spanish), José Luis Orozco (Mexican Spanish), Keiji Fujiwara (Japanese), Nak-Yun Choi (Korean)

"The edge of the sharpest blade is no match for the calm of the peaceful mind."

Master Yi has tempered his body and sharpened his mind, so that thought and action have become almost as one. Though he chooses to enter into violence only as a last resort, the grace and speed of his blade ensures resolution is always swift. As one of the last living practitioners of the Ionian art of Wuju, Yi has devoted his life to continuing the legacy of his people—scrutinizing potential new disciples with the Seven Lenses of Insight to identify the most worthy among them.

Master Yi is a Skirmisher champion who dashes through the battlefield at incredible speeds, slicing opponents up while perfectly timing his abilities to avoid retaliation.

  • His passive, Double Strike, causes his every fourth consecutive basic attack to strike twice for bonus damage.
  • With his first ability, Alpha Strike, Master Yi dashes with blinding speed at a nearby enemy, becoming untargetable and damaging them and up to three other nearby foes. Master Yi's basic attacks reduce the cooldown of the ability.
  • With his second ability, Meditate, Master Yi channels for a few seconds, healing himself based on his missing health and reducing incoming damage. While channeling, the duration of the effects of Wuju Style and Highlander is paused, and he readies his Double Strike passive.
  • His third ability, Wuju Style, causes Master Yi's basic attacks to deal bonus true damage for a few seconds.
  • His ultimate ability, Highlander, passively reduces the cooldown of Master Yi's basic abilities whenever he kills or helps kill an enemy champion. When activated, Master Yi moves with unparalelled agility for a few seconds, gaining a large boost to his movement and attack speed, being able to move through units and becoming immune to slowing effects. He can extend the duration by killing or helping kill enemy champions.

Master Yi's alternate skins include Assassin Master Yi, Ionia Master Yi, Chosen Master Yi, Samurai Yi, Headhunter Master Yi, PROJECT: Yi, Cosmic Blade Master Yi, Eternal Sword Yi, Snow Man Yi, Blood Moon Master Yi and PsyOps Master Yi.

In season 2 of Teamfight Tactics, Master Yi uses his Assassin Master Yi skin and is a Tier 5 Shadow Mystic Blademaster. His ability is Meditate, which makes him untargetable for 1 second and heals him, then gives him a large bonus to his attack speed and damage for several seconds. In season 3, he is a 3 cost Rebel Blademaster. His Chosen One ability grants him massively increased movement speed, heals him for a percentage of his maximum health each second, and deals bonus true damage with his Basic Attacks.

  • Alpha Strike: He has an ability named this, but it's not quite a full example of this trope, as it has him strike multiple enemies beyond his main target. However, it's still very much an all-out attack that will ensure retaliation from his target if they aren't dead.
  • Armor-Piercing Attack: His Wuju Style ability grants him bonus true damage for his auto attacks for a few seconds, allowing him to shred through opponents even faster.
  • Art Evolution: He got an updated splash art at some point in Season 3; but more impressively during Season 4, a long overdue in-game model update during his re-work. He now has some impressive casting, attacking, and running animations (the latter two of which one will see quite often).
  • Ascended Meme: Yasuo makes a reference to his "sword-boots" when he taunts a nearby Yi.
  • Badass Normal: Who needs silly things like magic when you've trained to run and strike ultra fast by force of will alone?
  • Bilingual Bonus: In the Chinese servers, his name is simply written as "Yi" (易, literally means "easiness", "change" or "divination").
    • In some cases, a few circles actually call him 易 大師, pronounced as Yi Dashi (Yee Da-shuh) in Chinese pinyin and I Daishi (Ee Die-she) in Japanese on'yomi.
    • The Wuju Style in general via the Chinese servers is called Wuji in Chinese, or Mukyoku in Japanese. Both literally mean "Extremeless" or "Apolar", which refers to the gray field a yin-yang symbol is often sewn on. Likewise, his Wuju Style ability is instead named as 无極劍道 (Wuji Jiandao/Mukyoku Kendou, lit. Extremeless Sword Path), and those who know of Japanese culture should know well of the term "kendo".
    • His title/nickname in Chinese is the 无極劍聖 (Wuji Jiansheng/Mukyoku Kensei). Literally meaning "Extremeless Sword Saint".
  • Boring, but Practical: Most Yi players will just run up and stab you to death. With a good plan, setup, reflexes, and items, it can work.
  • Captain Obvious: One of his jokes are this.
  • Close-Range Combatant: Master Yi is your usual melee carry who focuses on building attack speed to slash his opponents in 1v1 as fast and as many times as he can. And naturally, he needs to close the gap to do so. But there are indeed situations where he may not be able to however.
  • Cool Sword: He wields a pretty tall, Chinese dao-like blade with rings in it. With his PROEJCT: Yi skin, it turns into a Double Weapon when he activates his Highlander.
  • Critical Hit: Given the sheer amount of auto-attacks he's encouraged to deal per fight, he's also encouraged to build for critical hit chance. He can even deal critical hits with his Alpha Strike.
  • Darker and Edgier: PROJECT: Yi he has frequent losses of identity, and is not hesitant to focus on outright killing; be it out of following orders, confronting weakness in general or because "they" are his enemies, a very far cry from the normal Yi everyone expects.
  • Death of a Thousand Cuts: As an archetypal DPS melee carry, Yi focuses on building attack speed and critical strike chance to slash at high speeds, becoming a strong 1v1 duelist in most cases, but he can still benefit from stats that attack damage casters would build as well.
  • Despair Event Horizon: Had one when he returned to find "the grotesque remains of his village". He became singleminded, using The Power of Hate to become even deadlier on the field of battle. It is ultimately a Subverted Trope, however, seeing how Wukong was able to snap him out of it.
  • Determinator: A big part of Wuju style (and his character) is balancing force of will with a disciplined mastery of self.
  • Dissonant Serenity: He has several calm lines for his Meditate ability that he'll say as he's getting wailed on by multiple opponents. He may be regenerating health rapidly and has increased resilience for the duration, but still, he's meditating in the middle of a battlefield.
  • Doomed Hometown: What happens when a village full of Wuju practitioners is humiliating the Noxian forces with their prowess of the blade? The Noxian High Command table flips and orders chemical attacks on it.
  • Difficult, but Awesome: Yi's kit is mechanically very simple, especially for a Skirmisher, but it's also very sensitive as he lacks traits to both enter a fight and escape if it goes sour. With the long cooldowns of his abilities and reliance on kill-based resets, players must cast and engage judiciously lest he end up wasting a vital ability and wind up dead against an angry enemy they failed to kill. Those who know when to jump in, chain kills, and use abilities to avoid punishment can near-single-handedly annihilate enemy teams.
  • The Faceless: Was never seen in official artwork without his nifty helmet/visor, which completely covers everything from his eyes up, until the short story "Homecoming". Also subverted with Eternal Sword Yi, which reveals his entire face.
  • Facial Markings: His revealed face shows a mark on his forehead that looks like a flame.
  • Fragile Speedster: Via his usual build route in terms of him being squishy; not only does Master Yi have the highest default base movement speed in the game tied with Pantheon (355), but having other items on him that give more move speed just outright make him hard to catch and escape from alike (and once he of course, activates his ultimate). But on the massive flipside, in the early game without enough of those said items, Yi is still considered fairly slow and must rely on his Alpha Strike to gap close.
  • Flash Step: Alpha Strike is essentially this, consisting of Yi teleporting between up to four enemies. It's so fast that he's outright invisible and untargetable for its animation, which experienced players will use to dodge incoming enemy fire.
  • Glass Cannon: Par the course for assassins if you stick to his usual build route, though some builds vary in that either he hits very fast for constant damage, or simply hits hard for each singular blow he does.
  • Goggles Do Nothing: "The Seven Lenses of Insight" actually allow him to see beyond the range of normal human vision, not that it affects gameplay in any way. He Lampshades it in a joke from his rework.
  • Healing Factor: Meditate allows Yi to rapidly regenerate health. Somewhat counter-intuitively, despite it rendering Yi immobile as it channels, it's usually recommended that you use it in the middle of a fight as not only does it heal based on missing health (making it ineffective out of combat as a means to top your health off), it also reduces incoming damage and pauses the timer on Wuju Style and Highlander as it channels. In the best circumstances, this allows Yi to dive into a fight, Meditate defensively, then finish the job with little impunity.
  • Hit-and-Run Tactics: Of all the champions that can very quickly destroy an unguarded tower then run when enemies come, Master Yi is quite possibly the best at it. Emphasis on run.
  • I Can Still Fight!: Meditate is best at keeping him alive at dire amounts of HP, letting him recharge mid-fight after taking a good beating. Woe betide the enemy that sees a low-health Yi under his tower and dives him, expecting an easy kill.
  • Implacable Man: Becomes this upon using his ultimate. With dramatic boosts to attack speed, movement speed, AND provides immunity to slows (even attack speed slows), literally nothing short of a full disable or death is going to stop him from hunting you down, and even then he'll quickly catch up again. Unfortunately, it's the only thing that he needs to rely on to make him like so; a Yi without his ult is someone who's at his most vulnerable.
  • Invulnerable Attack: His Alpha Strike, being a Flash Step, can easily be timed to avoid a ton of skillshots, cone-effect attacks; almost anything. This is save for any point-and-click spells (or turret shots) if they already went off before Yi has activated his Alpha Strike, as they will always somehow hit him when he reappears due to their homing abilities. However, tower shots are the only subversion, as their aggro is immediately reset when Yi uses Alpha Strike in their range.
  • Katanas Are Just Better: His sword is about as close to a katana as you can get without actually being one (it's actually more of a Chinese ringed-dao). Made more apparent in his Samurai Yi skin.
  • Laser Blade: His Chosen skin gives him a color-changing version, for obvious reasons.
  • Last of His Kind: As the last master of the Wuju Style, he has sworn to keep it alive. To accomplish this, he took Wukong, the Monkey King as his pupil and made him promise that he would someday take on a student of his own to pass on their craft.
  • Lethal Joke Character: AP Yi used to be this. Building AP on an (ostensibly) AD Assassin sounded crazy, but his insane AP ratios let him Alpha Strike every few moments to deal 1000+ damage per enemy and his Meditate let him soak up enemy attention by healing thousands of HP back. Combined with his ultimate's "refresh cooldowns upon any kill" mechanic and Yi could chain his one and only-yet-VERY-HIGH-damaging magic damage ability multiple times on the enemy team.
  • Magikarp Power: An early game Yi is quite fragile, has merely decent movement speed, overall low solo-dueling potential, and without an ultimate, he must rely on his Alpha Strike to gap-close. However, he's one of the most dangerous champs in the game when fed, with the potential to become outright unstoppable as he shreds opponents and towers apart.
  • Mind Rape: In his backstory, this was the effect of a Noxian Chemical attack against his hometown — those who survived had their minds twisted beyond repair. When Yi returned from fighting, he, himself, had a Despair Event Horizon.
  • Ninja Run: Once he exceeds a certain movement speed, usually through Ghost, Highlander, speedshrine, or some other method of drastically increasing one's speed, he'll start to run like this. Bonus points for holding two fingers in front of him, ninja style. It gets amped Up to Eleven with his PROJECT: Yi skin, normal move speed boost and Highlander alike.
  • Not the Intended Use: Designed to be a DPS melee carry, players sometimes chose to exploit his formerly high Ability Power scaling instead. Behold AP Yi, whose Alpha Strike (which was mainly and only meant to be used as a gap-closer) could hit like a train and Meditate allowed him to tank damage in the thousands. This playstyle has largely been eliminated by his remake, which altered his scaling to better emphasize his intended role as an AD assassin/melee carry.
  • Old Master: For a certain definition of 'old'. As the last master of the Wuju style, he taught Wukong and now seeks more students to ensure that it will not die out. Emphasized by his Chosen skin.
  • One-Man Army: Many melee carries of the usual auto-attack DPS variety can be this when fed. Master Yi tends to be no exception as a staple. That is, just like said melee carries, if you're at least able to get past his Magikarp Power. Even then if the enemy team is savvy enough to know how to see you coming when you come running in, forcing you to often split-push or clean up/assassinate weaker targets instead; this can be true if Yi blows and/or misuses his ult too often.
  • The Power of Hate: Subverted. While his hate for the Noxians — who used chemical attacks against his village — made him deadlier than ever, it also prevented him from truly mastering the Wuju style. It took Wukong's playful attitude and mimicking of his moves to snap him out of it... and when Yi finally did, Wukong didn't stand a chance — Yi caught him by the tail despite Wukong's monkey-like agility and with such speed that he himself didn't realize it at first.
  • Power Glows: Wuju Style causes Yi's dao to glow yellow while the passive is in effect, and activating the ability causes said dao to glow blue during the four seconds it is active. As of the rework, the said glow gains more flame-like effects instead.
  • Pun:
  • Reverse Grip: Uses this for his critical strike animation in an uppercut slash.
  • Skill Gate Character: One of the most prolific cases in the game. In relatively lower levels, he's a powerful duelist and splitpusher who can snowball out of control and evaporate enemies if they end up giving him a few kills and/or can't lock him down with crowd control. As you go up the ranks, however, players are more likely to be accustomed to the windows in which to punish him, in turn requiring Yi players to be more crafty with timing as opposed to feeling invincible against every opponent they face. He's almost never seen in professional play as not only do pros definitely know how to counter him and shut him down, it's also much easier to do with fully coordinated 5-man teams than in solo queue.
  • Troll: The habit of Master Yi players to run around splitpushing, then kiting the opposing team with Highlander once they show up to kill him is possibly the reason Riot added an almost cheerful line to his ultimate, cheerfulness not being his best forte. Hearing this once you're chasing him around is rage inducing.
  • We Need a Distraction: Very good at drawing the attention of the enemy team then leading them on a merry chase as his team focuses an objective uncontested.
  • Yubitsume: In the artwork for Ionia Master Yi, the swordsman in question is clearly missing a finger on his left hand; though in actuality, he doesn't have this for both his old and updated model for this skin.

    Miss Fortune, the Bounty Hunter
"Fortune doesn't favor fools!"
Click here to see Miss Fortune's current appearance. 

Voiced by: Unknown (English), Laura Bailey (English/Legends of Runeterra), Inma Gallego (European Spanish), Yuliana Diaz (Mexican Spanish), Miyuki Sawashiro (Japanese), Hye-Won Jeong (Korean)

"The bigger the risk, the bigger the bounty.”

A Bilgewater captain famed for her looks but feared for her ruthlessness, Sarah Fortune paints a stark figure among the hardened criminals of the port city. As a child, she witnessed the reaver king Gangplank murder her family—an act she brutally avenged years later, blowing up his flagship while he was still aboard. Those who underestimate her will face a beguiling and unpredictable opponent… and, likely, a bullet or two in their guts.

Miss Fortune is a Marksman champion who uses her twin guns to bully enemies while waiting for the perfect opportunity to unleash a hail of bullets that rips through multiple foes.

  • Her passive, Love Tap, causes Miss Fortune's basic attacks to deal bonus damage whenever she attacks an enemy that was not the target of her previous basic attack.
  • Her first ability, Double Up, fires a bullet at an enemy that damages them and then bounces to another enemy in a cone behind them, damaging them too. If the shot killed the first target, the bounce will deal bonus damage to the second.
  • Her second ability, Strut, passively grants Miss Fortune an increasing movement speed bonus if she avoids taking damage for a few seconds. When activated, Miss Fortune immediately gains the maximum movement speed bonus, as well as bonus attack speed. Triggering her Love Tap passive reduces the ability's cooldown.
  • With her third ability, Make it Rain, Miss Fortune fires her guns into the air, peppering a target location with a rain of bullets that damage, reveal and slow enemies inside for a few seconds.
  • With her ultimate ability, Bullet Time, Miss Fortune channels for a few seconds as she furiously fires her guns, unleashing a storm of bullets in a cone in the target direction that heavily damages enemies in their path.

Miss Fortune's alternate skins include Cowgirl Miss Fortune, Waterloo Miss Fortune, Secret Agent Miss Fortune, Candy Cane Miss Fortune, Road Warrior Miss Fortune, Crime City Miss Fortune, Arcade Miss Fortune, Captain Fortune, Pool Party Miss Fortune, Star Guardian Miss Fortune, Gun Goddess Miss Fortune, Pajama Guardian Miss Fortune, and Bewitching Miss Fortune.

In season 1 of Teamfight Tactics, Miss Fortune is a Tier 5 Pirate Gunslinger. Her Bullet Time ability fires multiple waves of bullets in a cone, dealing heavy damage to all foes inside. She was removed in season 2. She returns in season 3 with the same cost and ability, but was changed to use her Gun Goddess Miss Fortune skin and became a Valkyrie Mercenary Blaster. She was removed again alongside the other Valkyrie champions in the Return to the Stars mid-set update.

In Legends of Runeterra, Miss Fortune is a 3-mana 3/3 Bilgewater Champion who fires a wave of bullets that hits all enemy units in combat and their Nexus whenever her side attacks. She levels up when she sees 4 attacks made by her side, gaining +1/+1 and Overwhelm, and causing her to fire 3 waves of bullets instead. Her signature spell is Miss Fortune's Make It Rain.

Miss Fortune is one of the playable champions appearing in Ruined King.
  • Action Girl: The Surrender animation shows us her gunplay skills and what shes capable of.
  • Adaptational Modesty: The new model she receives for Wild Rift is mostly the same as her classic one, except that it replaces the old "leather bra" halter top with a more realistic-looking minidress that covers up her belly (although it is completely strapless as a result). It remains her canon design in Legends of Runeterra as well.
  • Affably Evil: "Evil" is perhaps a strong word, but since it's Bilgewater, she frequently clashes with opposing gangs and crews, often to life-threatening degrees. Despite this, she maintains a cordial attitude that tiptoes between professional and flirty with just about everyone until she decides to get really hardcore, and/or if you're Gangplank.
  • Amazon Brigade: Based on Legends of Runeterra, majority of her ship's crew are women.
  • Ambiguously Bi: In Legends of Runeterra, Miss Fortune flirts extensively with the female cast. She calls the (female) Hired Gun cute, jokes about bringing Vi flowers and Vi putting her in handcuffs, and talks about a fantasy being fulfilled when encountering herself.
  • Anti-Hero: Oh yes. She does love her crew, but she executes plans with vicious efficiency, and the long years of bounty hunting have left her very hard-hearted when it comes to her job. She does not play around and is dangerously close to going into she who fights monsters territory.
  • Badass Longcoat: Dons a truly epic white duster with gold embroidery in her Captain Fortune skin.
  • Batman Gambit: Her actions in "Burning Tides". See the entry for Best Served Cold, and note that if anyone acted out of character, her plan would have imploded.
  • Best Served Cold: In "Burning Tides", she orchestrates a highly diverting fight between Twisted Fate (by promising him gold for a dagger from GP's stash) and Graves (by promising him a shot at Twisted Fate), so that Gangplank a) vacates his flagship at the right moment and b) returns to it with a packed audience before his flagship blows up in his face.
  • Bitch in Sheep's Clothing: Zig-zagged. She's cordial and kind to those actually loyal to her, but either manipulates or kills everyone else.
  • Bizarre and Improbable Ballistics: It's never been given an in-universe justification or expansion, but her bullets can act in weird ways. Her Double Up skill banks a bullet off one enemy to hit another one behind it, she can create a rain of bullets from Firing in the Air a Lot, and her Bullet Time lets her blast a massive AoE wave of bullets all from two guns. Even in her more realistic appearance in "Ryze: Call of Power", her bullets seem to be pathing in spirals.
  • Bottomless Magazines: An extreme example; MF wields a pair of flintlock pistols (which were single shot weapons) but can unleash an absolute HAIL of bullets. Legends of Runeterra implies that the strange little supernatural critters called Powder Monkeys are involved in their workings somehow.
  • Bounty Hunter: Not just a pirate, a pirate hunter.
  • Bullet Hell: Her ultimate invokes this for several seconds: staying within the ultimate zone and and avoiding getting hit is pretty much impossible.
  • Buxom Is Better: Given her choice of wardrobe and Miss Fanservice status, she definitely fits the trope.
  • Character Development: The Bilgewater events have really fleshed out her personality. On release she was simply a highly Fanservice-laden pirate hunter out for revenge on her mother's murderer (whoever it was, before it was retconned to Gangplank), and some hints of political interest on uniting Bilgewater... but the fanservice factor stood out the most. Post-mass retcon lore expansions have shown her to actually be a very patient, cunning, and ruthless tactician beneath all that fanservice. She pulls off a huge Batman Gambit successfully. She also shows a great deal of compassion for her home and crew, even setting aside her hatred of Gangplank to team up with him to save Bilgewater from an assault by the Shadow Isles. Burning Tides shows her more ruthless side that suggests her development might take a dark turn, but Shadow and Fortune shows that her humane side is still intact.
  • Characterization Marches On: Vastly Downplayed; despite the added darkness and complexity introduced to her following "Burning Tides", Riot has generally maintained that her spunky, playful personality seen in-game is still her canon persona (affirmed with her introduction to Legends of Runeterra), with her more serious side becoming more of how she is Beneath the Mask. Likely also a case of tropes being tools, as sometime around 2018, Riot did internally test updating her in-game voiceover to better portray her serious side, but it was shelved as it was too disconnected to how fans saw her and satisfied virtually no one, leading them to stick to more familiar territory.
  • The Chessmaster: Nearly everything from Acts I — III of "Burning Tides" was orchestrated by her. The urchin, Twisted Fate stealing Gangplank's prized dagger and tipping off Graves on his location... all to kill Gangplank.
  • Combat Stilettos: Her passive is a movement-boosting ability called Strut. It only kicks in if she hasn't been hit for a while. It must be easier to move quickly in heels when you're not in pain.
  • Cool Shades: Gets a pair of heart-shaped shades for her Pool Party skin.
  • Cool Ship: She commands The Syren, designed much more modestly compared to say, Gangplank's The Dreadway, but is a beauty all its own.
  • Double Entendre: Her /joke... "How do you like my guns... Shock and Awe?"... and mostly everything else that comes from her mouth.
  • Enemy Mine: In Harrowing 2014, it's revealed that Miss Fortune and Gangplank ended up teaming up to fight against the Black Mist from Shadow Isles, putting aside their dislike to each other to defend Bilgewater.
  • Everyone Has Standards: In Double Double Cross she traps Graves and Twisted Fate to a sea witch in exchange for her quartermaster. When she learns that the witch intends to sacrifice them to the Bearded Lady, however, she slips TF one of his cards to allow the pair to escape her.
  • Everything's Better with Monkeys: In Legends of Runeterra, Miss Fortune is revealed to have pilfered a "Monkey Idol" from a rival, containing the power to summon a horde of literal powder monkeys, which appear a lot in artworks depicting The Syren. In gameplay, these mischievous little critters can appear in groups quickly, disappear just as fast, but can become quite a nuisance against the enemy nexus.
  • False Friend: Harker to her. When she invited him to dinner to form and alliance, and maybe sleep with him, she realized that he was planning to kill her when he accepted too fast. In fact, he tries to do so with her own weapons, but not before expressing that he pretended to make love to her before doing so.
  • Femme Fatale: Emphasis on the Femme, with the tits /joke and the inexplicable hearts flowing out of her with her passive active in-game.
  • Fiery Redhead: Double-subverted. She's redheaded and passionate, but mostly uses the flirty, seductive persona. Cast her ultimate, and she'll show complete fiery personality as she gives out a big laugh while shooting you.
  • Gamer Girl: Arcade Miss Fortune turns her into this, as her recall animation had her use her guns as a NES Zapper, playing a Duck Hunt style game.
  • Gag Boobs: Let's be honest, her in-game breasts are colossal, once confirmed by a Rioter on the old forums to be F Cups. Later art and cinematics tend to tone them down, mainly when the character got much more serious, though they still get some recognition in her more Fanservice-y skins.
  • Glass Cannon: She's about as fragile as any other marksman not named "Graves" but the "cannon" part fits her in that she's mostly an AD Caster, that is, a marksman that by late game relies somewhat less on her autoattacks and more on her Bullet Time ultimate to melt everything in her path.
  • Guns Akimbo: "Shock" and "Awe" are two massive pistols with barrels thicker than her arms.
  • The Gunslinger: References an element of "The Woo" with the ultimate named Bullet Time and has a "Trick Shot" example in Double Up, but otherwise, Miss Fortune is of the "Vaporizer" class of The Gunslinger and her abilities mostly involves firing a lot.
  • Hand Cannon: Of epic proportions, resembling huge blunderbusses that fire what look to be cannon shells. Get a new flavor with every costume! They're a little more sensibly sized in "Ryze: Call of Power", though the barrels are still just about as thick as her arms.
  • He Who Fights Monsters: She dangerously teeters on this. She has a definite human side to her and she's trying to do her best to unite Bilgewater, but her ruthless approach sometimes causes her to fall into the same traps as Gangplank, best demonstrated in "Fortune Smiles" where even she's aware of this comparison, but does her best to justify it. She does attempt diplomacy to solve the conflict, only resorting to cutthroat violence once it fails, but it's up to the viewer to decide whether her repeating Gangplank's sins are pragmatic and necessary for the greater good, or if she's potentially deluding herself and making herself prone to Jumping Off the Slippery Slope.
  • Herd-Hitting Attack: In defiance of her Jack-of-All-Trades status (see below) there is one thing Miss Fortune does better than any other ADC, and that's massive amounts of AoE damage. Between Make It Rain and Bullet Time, once she gets fed enough, she has some of the most widespread area control for a marksmen and can vaporize an entire team if they get caught in her sights.
  • Heroic Seductress: A prominent trait of her character, most obviously with her flirty in-game voiceover, and her biography states that some of her cadre were past lovers. In "Fortune Smiles", she's also shown using seduction in an attempt to spice up a diplomatic rendezvous with a rival crimelord.
  • Hidden Depths: On the surface, and in public, she's a flirtatious and sexy lady who lures men into her service with feminine wiles. At the helm of her ship she's a ruthless but fair captain who cements the loyalty of her crew by treating them with respect, and her enemies with absolute destruction.
  • Hunter Of Her Own Kind: She may be a ruthless pirate under the seductive visage, but she loathes other pirates and makes her living by hunting down bounties from Bilgewater's bounty board. Notable; they'd have to be pretty bad to be on Bilgewater's bounty board.
  • I Call It "Vera": Her guns are named Shock and Awe.
  • Jack-of-All-Trades: Something of the intention; she has a little bit of everything. Love Tap helps with burst and last hitting, Double Up is useful harass, Strut gives some mobility, Make It Rain gives some zoning potential and a slow, and Bullet Time is massive AoE damage. Because of this, of course, champions who excel at those roles outperform her in those roles, but she's good in all situations whereas some Marksman may be useless outside of their favorable conditions. Although admittedly there is no ADC as good as her at unleashing AoE mayhem.
  • The Mafia: Crime City Miss Fortune, complete with Thompson machine guns replacing her blunderbusses.
  • More Dakka: Hit Double Up to damage your enemy again quickly after autoattacking for more dakka, Strut to autoattack faster for even more dakka, shoot Make It Rain to rain hundreds of bullets from the sky onto a location for even more dakka, and if that's still not nuff' dakkanote , start up Bullet Time to shoot waves of bullets.
  • Ms. Fanservice: Could almost be her name. Absolutely everything about the character and the way she's been promoted by Riot screams "SEX APPEAL!" Also, if you notice, the acronym of her screen name (Miss Fortune) is exactly the acronym of the trope. More recent cinematics and stories have been heavily downplaying it, though.
  • Nice Job Breaking It, Hero!: By killing Gangplank, she left Bilgewater left open for a more open invasion by the Shadow Isles (since last time she and GP staved them off together), making Miss Fortune realize that she screwed up big time for letting her vengeance fly over her head. She only managed to salvage things up for Bilgewater thanks to her crews and a certain Illaoi, and because she has visitors outside Bilgewater that has business with some Shadow Isles' monstrosities: Lucian and Olaf.
  • Not the Intended Use: In ARAM, it's not an uncommon sight to see Miss Fortune being built for AP and maxing out Make it Rain first. This strategy has its pros and cons to her traditional AD/crit build — on one hand, several of her abilities have AP scalings (obviously not as impressive as AD), and the early poke and zoning of Make it Rain can be very obnoxious in ARAM where due to the lack of sustainnote , most of the damage she inflicts will be permanent until death, which can be made worse with the right runes and items. The downside is that she falls off eventually if she can't snowball herself, an inverse to her traditional late game-scaling AD builds.
  • Pirate Girl: Only in clothing style, however. According to the lore, she has a strong distrust of other pirates because Gangplank killed her mother and father. Captain Fortune plays this a bit straighter, trading a lot of the fanservice for an actual, regal pirate captain look.
  • The Power of Hate: How she survived getting shot near dead by Gangplank in childhood. She hated him so much that the chance to exact her revenge gave her willpower to survive anything.
  • Put the "Laughter" in "Slaughter": Lets out a truly epic gale of laughter while firing her ultimate.
  • Rage Quit: Played for Laughs in the Arcade Miss Fortune skin's Recall animation. After failing to shoot the birds like Duck Hunt and Gangplank taunting her on TV, Miss Fortune became so angry she shot the TV down just in time as she went back to base.
  • Save the Villain: In "Double-Double Cross", she captures Twisted Fate and Graves for a mysterious "sea witch" in exchange for her captured quartermaster. Once the transaction is made and it becomes clear that the witch intends to sacrifice the duo to "one thousand years of suffering", the unnerved Miss Fortune slips Twisted Fate a card to allow all of them to escape.
  • Sexy Santa Dress: Candy Cane Miss Fortune
  • Stripperiffic: Walks around with a pirate-styled topless bra that reveals curvacious body, massive boobs, and her midriff. Only one of her alternate costumes actually averts this. The "themed bikini" look she had has become less prevalent, with a few skins electing not to show her midriff, such as Secret Agent, Crime City, Candy Cane, and Captain Fortune.
  • Sword and Gun: Not in game, but she's been depicted, in typical pirate fashion, fighting with cutlasses in the Shadow and Fortune stories.
  • Vengeance Feels Empty: She realizes that she feels no satisfaction on the death of Gangplank. Though she dismissed the emptiness and moved on to the next part of her plans, to erase every trace of Gangplank's existence.
  • Walking Armory: At the end of "Fortune Smiles", when she springs the trap for the pirate lords that betrayed her, reveals under her cape several straps and belts full of pistols.
  • Wild West: Cowgirl Miss Fortune, sporting giant revolvers.
  • Youthful Freckles: Often depicted with these in canonical artwork, including her Classic and Captain splash arts, as well as comics and other promotional artwork.

    Mordekaiser, the Iron Revenant
"Destiny. Domination. Deceit."

Voiced by: Fred Tatasciore (English/Current), Adam Harrington (English/Pre-VGU), Félix Alcolea (European Spanish), Humberto Solorzano (Mexican Spanish/Pre-VGU), Luis Leonardo Suárez (Mexican Spanish/Current) , Takaya Kuroda (Japanese), Yeong-Chan Kim (Korean)

Twice slain and thrice born, Mordekaiser is a brutal warlord from a foregone epoch, who uses his necromantic sorcery to bind souls into an eternity of servitude. Few now remain who remember his earlier conquests, or know the true extent of his powers — but there are some ancient souls that do, and they fear the day when he may return to claim dominion over both the living and the dead.

Mordekaiser is a Juggernaut champion who offsets his lacking range and mobility by controlling the field to force his enemies to fight him on his own terms. He does not use mana or any other resources, with his abilities only being limited by cooldowns.

  • His passive, Darkness Rise, causes Modekaiser's basic attacks to deal bonus magic damage. Hitting an enemy champion with three attacks or abilities in quick sucession surrounds Mordekaiser with a vortex of darkness for a few seconds, increasing his movement speed and continuously damaging nearby enemies based on their max health.
  • With his first ability, Obliterate, Mordekaiser slams down his mace in a target direction, damaging enemies it hits. If the attack hits a single enemy, it deals increased damage.
  • His second ability, Indestructible, passively stores a percentage of damage dealt to or by Mordekaiser. When activated, Mordekaiser consumes all stored damage to gain a decaying shield. He can then reactivate the ability a second time to consume the shield, healing himself by a percentage of its current strength.
  • His third ability, Death's Grasp, passively increases Mordekaiser's magic penetration. When activated, he sends out a ghastly claw in a target direction, damaging and pulling enemies it hits towards Mordekaiser.
  • With his ultimate, Realm of Death, Mordekaiser transports himself and the chosen enemy champion into the Death Realm for a few seconds, during which they are completely isolated from either of their teammates, for a one-on-one duel. During this duel, Mordekaiser steals a percentage of the target's stats, and if he manages to kill the target before they return from the Death Realm, he'll keep the stolen stats until his victim respawns.

Mordekaiser's alternate skins include Dragon Knight Mordekaiser, Infernal Mordekaiser, Pentakill Mordekaiser, Lord Mordekaiser, King of Clubs Mordekaiser, and Dark Star Mordekaiser.

In season 1 of Teamfight Tactics, Mordekaiser is a Tier 1 Phantom Knight. With his ability, Obliterate, he slams his mace forward, dealing damage to up to two foes in a line. He was removed in season 2. He returns in season 3 as a 2 cost Dark Star Vanguard. With his Indestructible ability, he gains a shield that absorbs damage. While the shield persists, he deals magic damage per second to all nearby enemies.
  • Atop a Mountain of Corpses: His Dying Moment of Awesome in his previous lore.
    After a long and bloody day of battle, Mordekaiser met his fate standing atop a mountain of corpses, surrounded by his foes. He laughed even as he died, pierced by arrows, swords and spears, promising his killers that he would come back for them.
  • Awesome Mc Coolname: Literally "Death/Murder Emperor" in German.
  • Badass Boast: No undead Evil Overlord would be complete without at least a few, and he has quite a repertoire:
    "Naive men pray to gods. They will learn to pray to me."
    "In the world beyond blackened ichor filled with a crumbling sky, as souls withered to nothing... but I refuse to fade."
    "The din of the living world... the silence of the hereafter... I rule it all."
    "Some fear me, others worship at my feet. ALL will serve."
  • Black Speech: During his initial visit to the afterlife, Mordekaiser deciphered the maddening whispers of the souls as a language unspoken in the mortal world dubbed Ochnun, which he used to transcend realms and tempt the still-living into bringing him back to life. "Mordekaiser" is Sahn-Uzal's spirit name in the language.
  • Break the Believer: During his original reign as the mortal Sahn-Uzal, he believed his violent and warlike conquest was glorious enough to earn an eternal seat at the gods' table known as the Hall of Bones. Unfortunately for him when he died, the only afterlife his soul found was an endless purgatory devoid of glory, and the resulting Unstoppable Rage only made him more dangerous once necromancers brought him back to the mortal realm.
  • Carry a Big Stick: Emphasis on big. He carries a mace to pulverize enemies with, and it's almost as huge as he is, which is saying something given his own enormous size. In his Dragon Knight Mordekaiser skin, he's more inclined to Drop the Hammer instead.
  • The Chessmaster: Mordekaiser may have been killed twice over, but even in death, he plots to eventually return by merging the material realm with his self-made empire of death through his original fortress of the Immortal Bastion.
  • Deflector Shields: His W lets him store a part of the damage he deals/takes, then gives him a shield equal to that amount when activated. While it decays quickly, a portion of it can be consumed for health.
  • The Determinator: He simply refused to fade into The Nothing After Death, instead learning how to bend it to his will and force his Warrior Heaven onto it.
  • The Dreaded: While his story has largely faded from modern memory, those who do remember it continue to whisper his name in fear, dreading the day he figures out how to return to the living realm once more.
  • Duel to the Death: His ultimate temporarily banishes a target of choice to the Death Realm, where nothing from the normal battlefield save for towers can interact with them. For the next seven seconds, it's Mordekaiser against his victim, duelling it out one-on-one.note 
  • Early-Bird Cameo: Mordekaiser's 2019 visual/gameplay update was very quietly teased through 2019 Split 2 rewards, with an emote and an icon unveiling part of his updated design.
  • Evil Is Not a Toy: He was first reanimated by a coven of sorcerers who intended to use his consciousness as a weapon for their own trivial wars. Mordekaiser had none of that and instantly slaughtered all of them, kick-starting his second campaign in the mortal realm.
  • Evil Laugh: Every laugh of his sounds incredibly threatening. Hell, he occasionally gives one even as he dies.
  • Evil Overlord: He used to be a brutal warlord-king named Sahn-Uzal who crushed all who opposed him, forging an empire on blood and death even before he died and was reanimated by necromancers. His second conquest as the iron revenant Mordekaiser just gave him more knowledge to work with.
    "I carved my kingdom beyond, from the ashes of nothing. No mortals, not even gods will stop me from claiming what is mine!"
  • Evil Sounds Deep: His deep, booming baritone voice adds an extra layer of menace and gravitas to every word he speaks.
  • Expy: Mordekaiser is the unholy fusion of Sauron, Morgoth, Skeleton King and the Lich King. From Morgoth, he takes his spiky armor and enormous mace; from Sauron he takes his status as the Evil Overlord that refuses to stay dead as long as his phylactery is intact; from the Lich King he takes enslavement of the dead, his ability to carve out his own realm in what is supposed to be the afterlife, and his necromantic abilities; and from the Skeleton King he takes his actual skeleton binding his soul, as well as his actual royalty. Also, his old keep is essentially Runeterra's Barad-dûr. And do you know what's worse than that? His old castle, "The Immortal Bastion" is now known as the capital of Noxus.
  • Extra-ore-dinary: Originally, Mordekaiser was designed with a greater emphasis on metal-based powers, subtitled as "The Master of Metal" and with abilities like shielding himself and allies in swarms of metal shrapnel and summoning maces from the ground to bust up enemies. This was mostly phased out in favor of his power to manipulate souls, but it's partially still around, mainly with how his armor and giant mace are constructed out of a soul-based metal.
  • The Faceless: In his Pentakill getup, he even keeps his helmet on despite leaving his chest bare for rocking out.
  • Flechette Storm: When fully stacked, his passive causes him to generate a swirling vortex of what appears to be metallic fragments which makes enemies take damage just by being near him.
  • Foreshadowing: Before Mordekaiser was officially reintroduced with his 2019 relaunch, he was alluded to in the Ezreal-focused short story "The Curator's Gambit", where he was sent to recover an Elixir of Uloa rumored to grant immortality, not knowing that his client was intending to use it to resurrect "the dread lord". It also introduced a bell lined with Ochnun, which Ezreal managed to steal along with the real elixir after outwitting the backstabbing client.
  • Gameplay and Story Segregation: His in-game appearance really takes advantage of the game's lack of canonicity as technically, Mordekaiser is out of commission in the present day, having his soul severed from his suit of armor and lacking presence in the material realm, although he is plotting in the afterlife which he plans to return from.
  • Genius Bruiser: A terrifying mixture of brains and brawn, Mordekaiser has a masterminding streak in his plans of posthumous conquest and is fully capable of clobbering his enemies to death to serve him in the afterlife.
  • Glowing Eyes of Doom: Glowing a spectral green, just to reinforce the fact that Mordekaiser is a monstrously powerful undead.
  • Heavy Metal:
    Mordekaiser: Ah, life is a bitter shame.
    • His Pentakill skin reflects him as the lead guitarist of Pentakill, a band with Olaf, Karthus, Sona, Yorick, and Kayle. The skin even replaces his mace with a guitar!
  • I Call It "Vera": His mace is called Nightfall. In his Pentakill skin, his axe/guitar hybrid is named Numero Uno.
  • I Reject Your Reality: A monstrous version is his motivation. The main reason his soul continues to exist in undeath is because he utterly refused to accept the cycle of life and death he found himself in, and is now seeking to carve himself his own afterlife through sheer willpower, dark magics, and slaughter.
  • Inadequate Inheritor: He has lines for when he meets pretty much every Noxian champion (Noxus's capital was once his fortress). He's not really impressed.
    (to any Noxian) "Noxians claim strength, pathetic."
    • He's especially displeased with Swain.
    (upon first encountering Swain) "Clutch your borrowed power, 'Grand General.' Your soul is already mine."
    (upon killing Swain) Clearly, your ambition outpaced your ability.
  • The Juggernaut: A fed Mordekaiser is still pretty slow and has to get close to deal damage, but good luck stopping him once he's on his way.
  • Kick the Dog:
    • Among the countless victims he claimed in his various mortal conquests, one he broke especially hard was Veigar. Upon encountering him in-game, Mordekaiser remembers the torture he inflicted on him as a fond memory.
    • A less cruel example comes from his joke emote, where a ghostly poro jumps out of his armor and onto his mace. He simply flicks it up and backhands it away.
  • Magic Knight: While Mordekaiser wears heavy armor and wields a gigantic mace with ease, he also knows enough dark magic to not have to solely rely on his physical strength. In game, he also serves as this: a tanky, close-ranged fighter who uses both spells and sheer brute force to kill his enemies, and unlike most other juggernauts, his scaling and passive heavily encourage him to fight with straight-up ability power over attack damage or a hybrid of the two.
  • Mechanically Unusual Fighter: Mordekaiser infamously became this for a brief period around the mid-2015 Juggernaut update, with a rework changing several elements of his kit to make him be played as an AP-based melee botlaner intending him to be played in the place of traditional AD marksmen and shake up the metanote . This experiment didn't work out, and after balancing for it proved to be impossible, he was reverted to be a solo laner once again.
  • Mighty Glacier: Slow and lumbering, with no natural mobility options, but have fun stopping or surviving his onslaught if he gets close to you.
  • Mutual Disadvantage: An important thing to remember about Realm of Death is that while it pits Mordekaiser's enemy into a 1v1 duel without outside interference, it also puts Mordekaiser himself in that scenario. Should players use the ultimate with the intent to kill, they should be absolutely sure they can do it alone.
  • Names to Run Away from Really Fast: His title is German for "Death Emperor."
  • No Cure for Evil: Averted. He can consume a portion of his W's potential shield to restore HP.
  • Not the Intended Use: Mordekaiser is envisioned as an Attack! Attack! Attack! champion with poor mobility and a kit that encourages nothing but fighting. However, his Death's Grasp ability, normally meant to invoke You Will Not Evade Me, can be reverse cast with some dexterity to send foes away from Mordekaiser instead.
  • Odd Name Out: Both before and after his 2019 VGU, Mordekaiser has a tradition of having abilities named after Heavy Metal songs or bands, either as unaltered name drops or slight rewording, such as his old Q being called "(M)Ace of Spades" or his current ultimate called "Realm of Death", based on Judas Priest's "Beyond the Realms of Death". The only ability that doesn't currently fit the scheme is "Death's Grasp"; other alternate titles were considered like "Master of Puppets" or "Creeping Death", but none were deemed proper enough fits for the ability to warrant sticking to the theme.
  • Our Liches Are Different: He currently remains as an undying being driven by pure, anger-fueled will who returned to the land of the living after his soul was bound into a suit of armor. It should be noted that while he's largely recognized with this armored appearance even as a spirit, he otherwise as no mortal form. He was also severed from his physical body and cannot self-resurrect, instead requiring an outsider ritual to restore him, something which he intends to work around by creating his own living dead to do so.
  • Percent Damage Attack: In addition to scaling off of level and his ability power, the damage per second from his passive also deals a percent of an enemy's max HP on top of that. While the damage doesn't seem like a lot at first, get into a sustained duel with him and the damage will rack up terrifyingly quickly.
  • Power Copying: When banishing an enemy to the Death Realm, Mordekaiser reduces a number of his target's core statsnote  by 10%, while temporarily gaining those stats for himself - giving him an edge over his target right off the bat. If he kills the target during their duel, he gets to keep the stolen stats until they respawn.
  • The Power of Hate: Mordekaiser/Sahn-Uzal's sheer rage against the afterlife is so immense that aside from undead necromancy, it's his will that keeps his soul from snuffing out, a feat no other mortal in Runeterra has replicated.
  • Reduced to Dust: When he dies, Mordekaiser collapses to the ground, with his armor soon crumbling into dark ashes.
  • Reforged into a Minion: What he inflicts on his victims. Wanting to spread his empire of death into the material realm, he forcibly binds all those he had slain to serve as his undead army in the Afterworld.
  • Retcon: Mordekaiser has had a few varying backstories throughout his lifetime in the game:
    • His very first characterization had him be a spook from the Shadow Isles with indeterminate history, with his eligibility within the Institute of War as a champion being hotly contested, and many left wondering of what his true motivations for joining in were, which were never revealed prior to the reboot. His focus was much more rooted on metal-based powers, and he was also partially a Plague Master who was drawn to conflict and disease (the latter was not part of his gameplay).
    • A post-Institute of War lore update turned him into more of a Boogeyman-type horror, perceived to be one of the first undead of the Shadow Isles, one who fuels himself on death and anguish, bringing the two wherever he should be seen.
    • A second post-Institute backstory was later developed which finally gave Mordekaiser concrete background: A warlord king from a time before Demacia and Noxus, Mordekaiser died in battle but was reanimated into an iron revenant by a cadre of necromancers using his skeleton as a phylactery, kickstarting his second campaign until he was slain again, with his skull taken to the Blessed Isles. When an unrelated magic catastrophe turned them into the Shadow Isles, Mordekaiser was once again reborn, turning a part of the isles into his new empire, with which he began to plot another takeover.
    • His 2019 VGU rewrote several elements of this backstory, such as turning the name "Mordekaiser" into a self-formed title (his original mortal name being "Sahn-Uzal"), removing any major connection to the Blessed/Shadow Isles (he sees its champions potentially useful and the Black Mist is still associated with him through being an undead, but the Isles are no longer the empire he wishes to expand anymore — that role now belongs to the entire Afterworld, which is effectively of his own craft), basically turning him into the founder of Noxus, and forgoing his lich order to resurrect him every time he died, leaving him still dead and technically not an active character in canon at the moment.
  • Sickly Green Glow: Like with most undead in the game, Mordekaiser's design is highlighted with a spectral Faux Flame, though his looks more green than the teals and blues of most other Shadow Isles champions.
  • Simple, yet Awesome: Like most juggernauts, Mordekaiser has a fairly approachable kit focused on smashing enemies to pieces up close, with mechanically straightforward defense and crowd control to make things easier for him.
  • Soul Jar: Lacking any flesh and bone, his soul was bound to his enormous suit of armor for his second life, though the connection was severed after his second defeat.
  • Shirtless Scene: His Pentakill lacks a shirt and shows an actual torso. He still has the helmet on.
  • Spikes of Villainy: As quoted from his preview:
    If you have ever felt that your champion's aesthetic could be vastly improved by the addition of plate armor covered in metal spikes, [Mordekaiser] should definitely scratch that itch.
  • Time Abyss: Mordekaiser is incredibly ancient, having had two entire lives worth of conquest to his name before Noxus even came to be.
  • Tin Tyrant: Fully covered in armor, looking incredibly imposing and served as his tether to the material realm.
  • Took a Level in Badass:
    • Meta-wise, Mordekaiser has escalated in multiple levels of badass, starting off as a cool-looking, but slightly campy lich knight with lots of silly Heavy Metal references (which admittedly fit the less serious early days of the game), evolving into a genuinely intimidating undead warlord with an impressive history of conquest following the game's lore reset. Come his full visual/gameplay update, he finally received the appropriately dark, weighty, and badass depiction that the lore made him out to be.
    • In terms of gameplay, his VGU turned him from being one of the most significant "artifact" champions of the game — a sluggish, close-range mage-fighter with no crowd control or mobility, an awkwardly offense-based defense mechanic infested with an incalculable amounts of bugs — into a truly mighty force who could carry his weight as "The Iron Revenant". Of note was Riot's decision to sacrifice his "enslaving enemies to fight for him" mechanic (although he retains a variant of it), done in order to refocus Mordekaiser's power budget into himself, making him truly capable of devastating enemies entirely on his own.
  • The Underworld: Mordekaiser corrupted and rules over a portion of The Afterworld, forging his own kingdom of death which he calls Mitna Rachnun, seeking to expand its borders into Runeterra. According to his lore writer, the Afterworld is actually the same thing as the Ionian Spirit Realm, most associated with Shen.
  • Weaksauce Weakness: Realm of Death can really ruin an enemy's day if used properly, but it also has the misfortune of being classified as a type of crowd control. This means that anybody with a cleanse can just pop it and instantly dispel the Death Realm, and anyone with any form of crowd-control immunity (like Olaf with Ragnarok active) can outright shrug off the initial casting of the ability. This can even lead to the egregious situation of Gangplank escaping the Death Realm by eating an orange.
  • You Shall Not Evade Me: His Death's Grasp ability in a nutshell, bringing fleeing targets closer to him for a beating.
  • Your Soul Is Mine: If he kills an enemy in the Death Realm, he'll consume their soul and keep the partial stat buffs he stole until his victim respawns. In lore, he's also an expert at enslaving the souls of anyone he kills.

    Morgana, the Fallen
"I am bound, but I will not break."

Voiced by: Erica Lindbeck (English/Current), Rebecca Schweitzer (English/Pre-VGU), Ana Jiménez (European Spanish), Laura Torres (Mexican Spanish/Pre-VGU), Betzabé Jara (Mexican Spanish/Current), Ami Koshimizu (Japanese), Min-Jeong Kim (Korean)

"Only those you love can break your heart."

Conflicted between her celestial and mortal natures, Morgana bound her wings to embrace humanity, and inflicts her pain and bitterness upon the dishonest and the corrupt. She rejects laws and traditions she believes are unjust, and fights for truth from the shadows of Demacia—even as others seek to repress it—by casting shields and chains of dark fire. More than anything else, Morgana truly believes that even the banished and outcast may one day rise again.

Morgana is a Catcher champion who protects allies from harm while binding enemies in place, slowly wittling them down while healing herself from the punishment she inflicts.

  • Her passive, Soul Siphon, drains the soul of Morgana's foes, healing her by a percentage of the damage dealt by her abilities to enemy champions, large minions and monsters.
  • Her first ability, Dark Binding, sends out a shadowy projectile of black magic in a target direction, damaging and immobilizing the first enemy it hits for a few seconds.
  • Her second ability, Tormented Shadow, curses the ground at a target location for a few seconds, creating a zone of shadows that continuously damages enemies inside based on their missing health. The ability's cooldown is reduced whenever Soul Siphon heals Morgana.
  • With her third ability, Black Shield, Morgana protects a nearby allied champion with a shield of darkness that blocks magic damage and grants the target immunity from crowd control effects while the shield holds.
  • With her ultimate ability, Soul Shackles, Morgana binds herself to all nearby enemy champions with dark chains, damaging and slowing them for a few seconds and increasing her movement speed towards them. If the targets don't run away from Morgana quickly enough, they'll take bonus damage and be briefly stunned.

Morgana's alternate skins include Exiled Morgana, Sinful Succulence Morgana, Blade Mistress Morgana, Blackthorn Morgana, Ghost Bride Morgana, Victorious Morgana, Lunar Wraith Morgana, Bewitching Morgana, Majestic Empress Morgana and Coven Morgana.

In season 1 of Teamfight Tactics, Morgana is a Tier 3 Demon Sorcerer. Her ability, Soul Shackles, has her fire chains to all nearby enemies, damaging and slowing them. If chains remain unbroken for a few seconds, she'll damage her targets again and stun them. She was removed in season 2. In season 4, she returned as a Tier 4 Enlightened Dazzler using her Majestic Empress skin. Her new ability, Hallowed Ground, creates a zone around her target that deals magic damage over time and reduces the magic resistance of enemies in the area; Morgana also heals for a percentage of the damage dealt by the ability.
  • Absolute Cleavage: Pre-VGU. She still has cleavage now, but before, her bust was larger and her outfit was more revealing. Due to legacy, this trait is retained on some skins that existed before her VGU, particularly Bewitching Morgana and Blackthorn Morgana.
  • Armor-Piercing Question: When their father Kilam was mortally wounded in the carnage unleashed by the first battle between Morgana and Kayle, Morgana abandoned the battle to cradle him as he died, and furiously asked a dumbstruck Kayle whether her crusade to "smite the wicked" included their father as punishment for his "crime" of taking them from their distant and neglectful mother. Unable to find an answer, Kayle simply flew away.
  • Ambiguously Evil: Her Majestic Empress incarnation. While Riven's skin describes her as a tyrant who overthrew the old world order, Morgana's skin only describes her displeasure at Irelia stealing Talon's powers and her singleminded desire to return them to him.
  • Art Evolution: She received a massive facelift in 2019 alongside Kayle's full VGU, rebuilding her model, VFX, splash art, voiceover, etc. from scratch. Unlike her sister's, Morgana's core mechanics had held up well over time and were left largely unchanged, making it just a visual upgrade.
  • Aw, Look! They Really Do Love Each Other: Usually Kayle and Morgana have bitter dialogue towards each other. However, if a Kayle saves a Morgana from near death during a match, there is the chance of hearing a line where Kayle yells Morgana's name in concern, while Morgana expresses surprise.
  • Boring, but Practical: Much of her kit boils down to "land your snare, throw down the AOE, shield allies who really need it, and ult when enemies are bunched up and need to be stopped," with nothing mechanically intensive or even that visually flashy. That doesn't mean it isn't extremely effective. When she and Kayle got their reworks, Kayle got the full VGU, but for Morgana, the devs happily announced that they changed virtually nothing about her kit because she didn't need itnote .
  • Cain and Abel: She's bitter enemies with her twin sister Kayle and has lines acknowledging that the ones you love can hurt you the most.
  • Dark Is Not Evil: Despite being "The Fallen", having a pretty wicked-looking appearance and wielding dark flames, Morgana is sympathetic and has genuinely noble intentions driven by emotion and empathy towards humans. She's mostly "evil" only in the sense that she directly opposes Kayle's form of objective celestial righteousness, which isn't portrayed as necessarily in the wrong either.
  • Deadpan Snarker: While she does have her serious moments, Morgana is noticeably sassier than her more composed and stoic sister.
    Kayle: (casting Celestial Blessing on Morgana) Flame purifies!
    Morgana: Oh, am I "pure" now, sister?
  • Early-Bird Cameo: Of a sort. Ever since Demacia's lore updates in 2017, a being known as "The Veiled Lady" was introduced into Demacia's mythos as a being of worship, directly alluded to in a few short stories. With her 2019 lore update, Morgana was confirmed to have been the basis for this figure.
  • Easter Egg: If you're snared by Morgana's Dark Binding and for whatever reason decide to look up the debuff text, you'll notice it reads "This unit is rooted. Lasts for roughly 3 years."
  • Emotions vs. Stoicism: Part of her conflict with Kayle, with Morgana taking the Emotions side. She heavily believes in moral complexity and the potential for redemption, and is almost aggressively idealistic in terms of how much she's willing to help those she determines deserve it. This sharply contrasts with Kayle, whose worldview encourages her to be more defining and exact, seeing rationalization as an inefficient waste.
  • Evil Brunette Twin: "Evil" is a strong word, but despite being twins, Morgana has dark purple hair in contrast to Kayle's pure white hair.
  • Fallen Angel: Despite not actually technically being an angel, she has the imagery down pat, choosing to walk among the mortals and standing in direct opposition to her sister's worldview.
    Kayle: Why have we wings, sister, if not to fly?
    Morgana: Why do we have feet, if not to tread upon the soil?
  • Famed in Story: Downplayed. Morgana's legend has been largely overshadowed by Kayle's, but while she doesn't have the widespread veneration of her sister, she's still remembered by some Demacians by her dark outbursts and belief in personal redemption as "The Veiled One". Oddly enough, she’s also known by a few in the present day as the mysterious sorceress in the outlying Demacian woods, but nobody seems to make the connection that these two figures are one and the same.
  • Fatal Flaw: Hers according to her writers is her inability to let go of past mistakes. While Morgana is an ultimately very idealistic and empathetic character, pain is such a huge driving force in her motivation that she believes true atonement and understanding can only be achieved through eye-for-an-eye suffering, and that to deny pain is to deny your humanity. She also still holds a centuries-long embittered grudge against Kayle due to her and her opposing ideology leading up to their family breaking apart.
  • Foil: There is a lot you can analyze by comparing and contrasting Morgana with her twin sister, Kayle. Visually, while Morgana is a magic-user associated with dark purples, designed more in line with a Fallen Angel or Lady of Black Magic archetype, Kayle is a sword-wielding warrior adorned in gold and whites, evocative of angels and valkyries. Personality-wise, where Morgana is emotion-based, openly rational, and rejects her mother, the Aspect of Justice, and notions of following in her footsteps in favor of helping the mortals, Kayle is stoic, impartial, and seeks to fulfill her divine duty serving her mother's cause by punishing wrongdoers. In gameplay, Morgana is a Simple, yet Awesome catcher who specializes in locking down opponents and preventing the same fate for her allies, while Kayle is an offensive Combat Medic whose DPS scales to incredibly high degrees as the game goes on.
  • Freakiness Shame: Subverted; she resents her wings because they represent a power she no longer enjoys. She was unable to cut them off, so she binds them and pretends they aren't there.
  • Glacier Waif: Looks tiny and frail, can take a massive beating and still fare quite well. Between her ability to drain life with any of her spells, a long ranged area effect spell that kills lane minions from a distance, her immunity to disables when her shield is up and her two separate disables, ganking her or forcing out of her lane is surprisingly difficult. To compensate, she is one of the slowest characters and has very limited offensive reach.
  • Glowing Eyes of Doom: The purple kind.
  • Godzilla Threshold: Morgana greatly resents her celestial power and willfully limits herself as to what she can do with them. Casting Soul Shackles is a demonstration of her breaking those limits, visually symbolized by her wings coming unbound.
  • Good Is Not Soft: While she's not as much of an unforgiving Knight Templar as her sister, Morgana still isn't afraid to use really intense means to help people redeem themselves. In "Prayer to a Crumbling Shrine", she uses her dark fire magic to teach a Sadist Teacher a lesson, forcing him "to endure all the shame, suffering, and loneliness he had inflicted on his pupils," though it does end up resulting in him changing for the better.
  • Gradual Grinder: Her only spell that's purely instant damage is her Dark Binding. If she can land it, though, her Tormented Shadow and Soul Shackles are free to lay on the damage for several seconds.
  • Hero with Bad Publicity: Morgana prevented Kayle from smiting all of Demacia, but unlike her sister who is worshipped as a goddess, she is barely remembered apart from some cultists who worship her as the Veiled One.
  • Identical Twin ID Tag: Aside from their drastically different outfits and hair color, she and Kayle both share the same improbably spiky hairstyle (each one spiking the opposite direction). Hilariously, while Morgana chides Kayle for keeping hers styled the same way for centuries, Kayle claims Morgana's copying her.
  • Implacable Man: Of a unique sort. She may be immobile and not the tankiest of champions, but the sheer amount of disables, anti-crowd-control, and sustain makes dislodging her from lane with anything sans a secured death or her simply choosing to leave surprisingly difficult. Go ahead, do whatever you think will work — it's just not gonna happen.
  • Lady of Black Magic: Wields powerful black magic and has a feminine design, making a striking contrast to her sister, Kayle. Said magic is actually the same celestial power granted to Kayle from their mother, though Morgana's manifests much differently due to her rejecting her celestial heritage.
  • Lethal Chef: If the splash art for her Sinful Succulence skin is anything to go by. Funnily enough, in the now non-canon Journal of Justice, she actually was a very competent baker.
  • Life Drain: Notable for having innate Spell Vamp, which goes a long way in surviving in lane.
  • Lighter and Softer: Her current lore paints her in a much nicer light than her old lore did, emphasizing her compassion and giving her a strong belief in redemption she didn't previously possess.
  • Love Hurts: One of the downsides to her heavily emotion-based thinking. She's very bitter at what Kayle did to their family, and she advises others to be wary of the pain love can bring.
  • Loves Me Not: Exactly who she's referring to is unknown, but her joke animation has her do this with a flower, which fittingly enough has a 50% change of ending with "he loves me" or "loves me not".
  • Mark of Shame: She sees her wings as these, a cruel reminder of the power that tore her family apart, not helped by how her attempts to cut them off have failed, resigning to simply binding them in chains.
  • Mighty Glacier: Morgana lacks mobility (low movement speed and no positioning abilities) but unlike Glass Cannon nuker mages, she deals more consistent damage over a short period of time, but it really hurts if she can get her hands on you for that long.
  • Misery Builds Character: Morgana's form of justice and redemption is built around understanding suffering and growing from it, usually manifesting as subjecting wrongdoers to the pain they inflict on others.
  • Morality Chain: Despite their apparent antagonism, Morgana actually serves as one for Kayle. During their reign in Demacia, despite purporting the values of absolute, impartial justice, Kayle was willing to fudge those terms to allow her sister to rehabilitate the guilty (it wasn't until one of her judicators took matters into his own hands that things went completely wrong). In the present day, while Kayle seeks to break free of the humanity she sees as a massive hindrance for her divine duty, it still sounds that deep down, she still cares for her sister, but also finding her continued presence among humanity annoying.
  • Ms. Fanservice: Pre-VGU, she had breasts larger than her head and only wore an armored bikini top. Post-VGU, her breasts are still ample, if smaller than before, and her dress shows plenty cleavage and an outfit that shows off a lot of skin, including her legs. Some of her skins serve as this as well, particularly Bewitching Morgana.
  • Noblewoman's Laugh: She does the traditional gesture for her laugh emote, but the laugh itself is more restrained than expected.
  • Non-Indicative Name: Her Black Shield ability is... blue on the target. Presumably, it's named as in "Black Magic Shield" and trying to avoid being long-winded.
  • Pointy Ears: It's a little unclear why she has them considering her sister doesn't, but they still serve her Lady of Black Magic image very well.
  • Power Gives You Wings: Played with in that she already has wings, but recalling and casting Soul Shackles causes her tied-back wings to come unbound and show their full size.
  • Purple Is Powerful: She has a purple theme and is pretty mysterious and powerful with her Fallen Angel vibe and dark magics.
  • Really 700 Years Old: She and her sister have been around since the origins of Demacia, making them centuries old.
  • Retcon: Prior to her 2019 relaunch, Morgana and her sister were literal angels of a heavenly plane separate from Runeterra, but was exiled and fell after challenging the angelic order as tyrants, locked in a war with Kayle for thousands of years as a result. Following the update, both of them were brought much closer to earth, exploring their mortal origins and better detailing her exact relationship with Kayle.
  • Satanic Archetype: A mild case in that while she doesn't visually resemble the general archetype, nor is she a fundamentally bad person, she did choose to rebel against and fall from her divine heritage and responsibilities. The parallel is more obvious when she's put next to Kayle, who's more evocative of Archangel Michael.
  • Semi-Divine: Neither Kayle or Morgana have properly become one with the Aspect of Justice, but were merely born by it. They each inherited a share of heavenly power, but they are explicitly half-mortal human, half-celestial beings. Because of their unique origins and status, they also have much greater free will as opposed to other Aspects, whose situations are described as two minds merged in a single body.
  • She's Got Legs: In her very original model, Morgana's dress constantly covered up her legs (which with some models are straight-up nonexistent), but with her 2019 visual update, her dress gained a slit, giving more opportunities to show them off.
  • Sibling Rivalry: Despite their violent and tragic relationship, around half of their in-game interactions come across as back-and-forth bickering between... well, sisters.
    Morgana: (casting a Black Shield on an ally Kayle) Shielded from yourself!
    Kayle: I'll ignore that.
  • Sibling Yin-Yang: While Kayle runs off a heavily black-and-white worldview and sees emotion as a hinderance against proper judgement and punishment, Morgana is far more empathetic towards individuals and sees their capacity for redemption, opting instead to aid them.
  • Simple, yet Awesome: Morgana's kit isn't mechanically very impressive; flat spell-vamp, a slow-moving rooting skillshot, an AoE damage-over-time spell, a magic shield that blocks crowd-control, and an AoE binding stun. This doesn't make her any less practical, and she's been consistently seen to be a pretty fair and balanced support despite her kit being relatively unchanged since beta.
  • Solitary Sorceress: After "falling", Morgana has spent her time hiding out in the outlying wilds of Demacia. She's actually known by a fair share of rural Demacians and seen as an archetypal "witch in the woods," occasionally sought out to help solve their interpersonal problems.
  • Squishy Wizard: Averted. Morgana is actually one of the bulkiest mages in the game and can function quite well as an off-tank.
  • Supreme Chef: Unlike what her appropriate skin suggests, the Journal of Justice claims her baking is excellent and she vaguely alludes to enjoying it (while swearing about her sister in the same breath, natch).
  • Sympathy for the Devil: Morgana sees the potential in mortals to be able to atone for their crimes, much to Kayle's dismay.
  • Teeth-Clenched Teamwork: Still bitter at Kayle for their horrendous past, Morgana's expectedly not happy if she has to team up with her again. Tragically, however, while Kayle wants nothing to do with Morgana, the same can't be said for vice versa.
    Kayle: Today, it looks like we must put our animosity aside.
    Morgana: We've never been enemies, sister.
    Kayle: How beautiful your mind must be, to think such things.
    Morgana: How tragic yours, to believe them.
  • To Be Lawful or Goodinvoked: Most of Morgana's personal conflict, leaning more towards the "good" side. Rather than latching onto the laws of Demacia like her sister Kayle, Morgana is more empathetic to those they instinctively distrust, caring more about the reasons for why people would turn to crime over the crime itself, and believes redemption is a possibility (she also dislikes those who do wicked actions and get off scot-free by technically following the law for this reason). Unfortunately, this made her be seen as naively dangerous in the eyes of Kayle's order.
  • Tomboy and Girly Girl: Compared to Kayle, she's a more girly girl — Morgana exclusively uses spells and wears, y'know, that outfit.
  • The Fettered: She willfully bounds her wings to be more humanlike.
  • Villains Out Shopping: Tragically no longer canon, but according to the Journal of Justice, she ran a chain of bakeries called "Sinful Succulence", hence her namesake skin.
  • Wight in a Wedding Dress: Ghost Bride Morgana, which is explicitly based on the various La Llorona legends.
  • Willfully Weak: She openly rejects her semi-divine status and power, choosing to walk among mortals, even binding her wings to appear more human (which she would cut off were there blades strong enough to do so).
  • Winged Humanoid: She has three sets of wings, indicative of her magical status. She's not a fan of them, hence why she keeps them bound by chains.

    Nami, the Tidecaller
"I decide what the tide will bring."

Voiced by: Cassandra Lee Morris (English), Cristina Yuste (European Spanish), Leyla Rangel (Mexican Spanish), Mai Nakahara (Japanese), Ji-Yeong Lee (Korean)

"I am the tide, and I cannot be turned."

A headstrong young vastaya of the seas, Nami was the first of the Marai tribe to leave the waves and venture onto dry land, when their ancient accord with the Targonians was broken. With no other option, she took it upon herself to complete the sacred ritual that would ensure the safety of her people. Amidst the chaos of this new age, Nami faces an uncertain future with grit and determination, using her Tidecaller staff to summon the strength of the oceans themselves.

Nami is an Enchanter champion with a highly versatile set of skills, controlling flowing waters to heal and empower her allies and harm and disrupt her enemies.

  • Her passive, Surging Tides, briefly increases the movement speed of allied champions touched by Nami's abilities.
  • Her first ability, Aqua Prison, fires a water bubble at a target location, damaging and briefly stunning enemies inside.
  • With her second ability, Ebb and Flow, Nami unleashes a stream of water upon a champion that bounces to up to two other nearby champions, alternating between allies and enemies, healing the first and damaging the second.
  • With her third ability, Tidecaller's Blessing, Nami blesses a nearby allied champion's next three basic attacks or abilities with water, causing them to deal bonus damage and briefly slow their target.
  • Her ultimate ability, Tidal Wave, summons a powerful water wave that travels in a target direction with extreme range, damaging, knocking up and slowing enemies in its path, with the slow duration increasing the longer it travels. Allies hit by the wave receive double the movement speed bonus from Surging Tides.

Nami's alternate skins include Koi Nami, River Spirit Nami, Urf the Nami-tee, Deep Sea Nami, SKT T1 Nami, Program Nami, Splendid Staff Nami and Cosmic Destiny Nami.

In season 2 of Teamfight Tactics, Nami uses her Deep Sea Nami skin and is a Tier 5 Ocean Mystic. Her special ability is Tidal Wave, which summons a huge slow-moving wave that crosses the board, damaging, knocking up and stunning all enemies hit, and empowering allies to do additional on-hit damage for several seconds. She was removed for season 3, before returning in season 4 as a 1-point Enlightened Mage, using her Splendid Staff skin, whose spell, Aqua Prison, damages and holds an enemy unit for a few seconds.

  • Absolute Cleavage: With her scales. This is apparently a feature of all Marai.
  • Alluring Anglerfish: Deep Sea Nami is an obvious nod to this with a glowing lure over her head, attracting a hapless human diver in pitch-black waters. In contrast to the usual examples of this trope, she's still actually quite attractive, if inhuman.
  • Body Sushi: Played with in her SKT T1 skin's recall animation: she summons up a bed of rice and lies on it to become sushi. She is then taken back to base by a large pair of chopsticks.
  • Bilingual Bonus: 'Nami' means 'wave' in Japanese.
  • Chain Lightning: Ebb and Flow bounces between an enemy, ally, then enemy or ally, enemy, then ally depending on which she targets first.
  • Combat Medic: Ebb and Flow is meant to strike an enemy and then bounce off to heal an ally (or vice versa). With a bit of extra AP, her supporting and damaging powers are even more powerful.
  • Cool Crown: You know it is. It is the symbol of the Tidecaller.
  • Crippling Overspecialisation: Almost every Enchanter support champion, whether Soraka, Janna, Lulu, Taric, or even Sona, has been played in a non-support position (usually mid) at least once in the game's history, although Riot usually nerf the unruly support back into line eventually. Even Yuumi has been played in what was technically the carry role when she was being paired with Garen in the bot lane. Nami is the sole exception, the only support who has never effectively been played in any other role- she can't clear the jungle at all, in mid or top lane the near-complete lack of wave clear in her kit is simply too crippling, she can't really be built as an ADC, and the AP scaling on her abilities is so mediocre in general that accumulating large amounts of AP on her isn't really worth the effort of making her a carry anyway. Nami has only ever been a botlane support, and barring massive changes to her kit, will never be anything else.
  • Damage Discrimination: Ebb and Flow discriminates between allies and enemies, healing and harming them respectively. Also comes into effect with her passive, Surging Tides: Hit an enemy with an ability, and they take damage and are slowed. Hit an ally with that same ability, and they get a speed boost.
  • Difficult, but Awesome: Of a sort. Except for her skillshot stun, her abilities are simple enough that a first-time Nami player can do reasonably well. Using her to her full extent, however, requires careful knowledge of how to use her abilities together.
  • Friendly, Playful Dolphin: For all her regality and quotes about her people depending on her, she's not above joking around, moonlighting as a "shark caller," and having pool parties.
  • Gameplay and Story Segregation: In lore, a warrior. In game, a support/utility character. Justified since all matches take place on land, where she's literally out of her element.
  • Giant Wall of Watery Doom: Her ultimate; it has a long range, and the further away you are from Nami, the more you get slowed after the wave hits you.
  • Half-Human Hybrid: The reveal of Xayah and Rakan have revealed Nami to be of Vastayan heritage. Nami herself falls towards the slightly-more human side of the spectrum, bearing the half-form of a fish.
  • Heroic Spirit: She was terrified of the Abyss, but she went in anyway.
  • Humanity Ensues: As Splendid Staff Nami, she was described as a koi who became a mermaid due to exposure to Talon's power.
  • Humans Through Alien Eyes: Downplayed, but she still thinks of how strange things like feet and the need to breathe air are. A particularly funny one is her comment "Urgh... Whale breath..." (no doubt a comment on the use of ambergris in perfumes). Her short POV story 'First Steps' contains a lot of this, as she sees fire for the first time and doesn't know what to make of it, and describes humans having "two backward arms where fins ought to be".
  • Jack-of-All-Stats: She can heal, but not as quickly as Soraka and Sona. She can crowd control, but not as well as Alistar, Thresh, and Blitzcrank. She can peel and slow, but not as well as Janna and Lulu. This trait makes her highly valued in competitive play because top-tier players know how to use each of her traits to their fullest.
  • Jumped at the Call: She is the Tidecaller because she decided to do the Tidecaller's task. According to her comic, "Into the Abyss," the chosen Tidecaller fell victim to an undersea well of the Void, which Nami herself escaped only through a token she wore to remember the Tidecaller.
  • Lunacy: Downplayed in that while Nami doesn't appear too affected by it, the Moonstone the Marai needs to survive is. It was originally implied to be related to the Lunari and Diana, then confirmed years later with the Vastaya rewrites. It can only be created by the Aspect of the Moon, currently Diana, who has fled Targon.
  • Making a Splash: Of course she uses water-based powers!
  • Magic Staff: Looks like a cross between a traditional wizard's staff and a halberd made out of blue crystals.
  • Non-Mammal Mammaries: Justified by her vastayan heritage — her ancestors were humans who magically assumed nonhuman traits.
  • Our Mermaids Are Different: Mostly toward the non-human edge of the scale. Also, she is related-wise to fellow champions Ahri, Xayah & Rakan, Udyr or Swain due to her Vastayan heritage.
  • Shoot the Medic First: Occupational hazard for sustain supports, unfortunately.
  • Sirens Are Mermaids: River Spirit Nami, modeled on the Brazilian Iara, lures men under the water in her lore and will sing while doing her recall animation.
  • Squishy Wizard: Like Janna or Zyra she has strong peeling abilities but if she's still being chased after those are used, she's dead.
  • The Unchosen One: Nami's doing it because the actual Chosen One failed.
  • Units Not to Scale: Deep Sea Nami, judging by her splash, is gigantic, easily dwarfing what appears to be a fully-grown human in size. Naturally, this doesn't hold in game.

    Nasus, the Curator of the Sands
"The cycle of life and death continues. We will live, they will die."

Voiced by: Erik Todd Dellums (English/Current), Eugene McDaniels (English/2009-2013), Abraham Aguilar (European Spanish), Andrés Gutiérrez Coto (Mexican Spanish), Joji Nakata (Japanese), Yeong-Chan Kim (Korean)

"What was fallen will be great again."

Nasus is an imposing, jackal-headed Ascended being from ancient Shurima, a heroic figure regarded as a demigod by the people of the desert. Fiercely intelligent, he was a guardian of knowledge and peerless strategist whose wisdom guided the ancient empire of Shurima to greatness for many centuries. After the fall of the empire, he went into self-imposed exile, becoming little more than a legend. Now that the ancient city of Shurima has risen once more, he has returned, determined to ensure it never falls again.

Nasus is a Juggernaut champion who excels in the long game, having the potential to deal absolutely staggering amounts of single-target damage if he is allowed to farm enough.

  • His passive, Soul Eater, grants Nasus bonus lifesteal, healing him by a percentage of the damage dealt by his basic attacks.
  • His first ability, Siphoning Strike, causes Nasus' next basic attack to deal bonus damage. If Siphoning Strike kills its target, the bonus damage will be permanently increased.
  • With his second ability, Wither, Nasus forcibly ages a nearby enemy champion, slowing their movement and attack speed by a rapidly-increasing amount over the next few seconds.
  • With his third ability, Spirit Fire, Nasus summons a circle of blue spirit flames at a target location for a few seconds, continuously damaging and reducing the armor of enemies inside.
  • His ultimate ability, Fury of the Sands, transforms Nasus into a towering avatar of death for a few seconds, increasing his health, armor and magic resistance, surrounding him with a raging sandstorm that deals damage to nearby enemies based on their max health, and halving the cooldown of Siphoning Strike.

Nasus's alternate skins include Galactic Nasus, Pharaoh Nasus, Dreadknight Nasus, Riot K-9 Nasus, Infernal Nasus, Archduke Nasus, Worldbreaker Nasus, Lunar Guardian Nasus and Battlecast Nasus.

In season 2 of Teamfight Tactics, Nasus uses his Lunar Guardian Nasus skin and is a Tier 1 Light Warden. His special ability is Fury of the Dawn, which surrounds him with light for several seconds that gives him bonus maximum HP and does damage to all nearby enemies. He was removed for season 3.
  • The Ageless: Several of his lines hint towards his immortality.
  • An Axe to Grind: Perhaps belaying the typical image of a scholar, Nasus wields a long axe. Riot describes it as a halberd, but it more resembles a poleaxe. He sometimes wields it in a staff-like fashion, twirling it above his head when casting Spirit Fire. In the Ryze: Call to Power cinematic, he uses it to cleave a flying boulder in half.
  • Arch-Enemy: To Renekton.
  • Ascended Meme: Archduke Nasus (released among a series of joke skins for April Fool's Day 2015) was slightly born out of a fan joke of calling Nasus' mighty poleaxe a "pimp cane". While giving Nasus Pimp Duds is almost assuredly out of the question where Riot's concerned, they reworked the joke by outfitting him into something much classier, finally giving him his own Classy Cane to smack enemies with.
  • Awesome, but Impractical: His infinite Siphoning Strike scaling makes him a beast in damage by late game, but you don't see him very often in high-level competitive play because not only does this mean he needs a lot of time to safely farm, and thus has a punishable early game, but he also struggles in teamfighting as his Siphoning Strike is a single-target ability, and so is his gap-closing crowd control in Wither, making him easy to peel despite his tankiness. He can still devastate unprepared teams and can do well if he has a team that can coordinate to combat his weaknesses, but he's still quite situational.
  • Art Evolution: Yet another example of an original champion who very much needed a visual upgrade then got one in Season 3.
  • Attack of the 50-Foot Whatever: Subverted. He used to be described as massive, but recent lore and an appearance in Ryze's cinematic show that he, and presumably other Ascended, are human sized, if a little taller.
  • Badass Baritone: Has the deepest voice of all League of Legends champions, even after his visual rework.
  • Badass Bookworm: Well, he is a librarian. Doesn't mean he won't beat your ass 5 ways to Sunday with that staff of his.
  • Badass Boast: Like 90% of his lines.
  • Bad Powers, Good People: Come on, Nasus can not only drain life, he can cause his target to age much faster! His passive is called "Soul Eater", his Spirit Fire is described to "desecrate the earth" and his ultimate, "Fury of the Sands" used to be called "Avatar of Death". Despite all this, he comes off as somewhat of a Gentle Giant.
  • Bash Brothers: Tragically with Renekton. The two were once inseparable, and always helped the other achieve their goals. While they were completely different in personality, they were close, loyal brothers and loved one another. Both served in the Shuriman military; Nasus was a tactician and scholar while Renekton was a commander on the front lines. Nasus planned the wars, and Renekton won them.
    • When Nasus came down with a terminal disease, it was decided by the priesthood that he would Ascend to save his life and allow him to continue his work. But the disease made him too weak to ascend the steps to the Sun Disc. Renekton opted to sacrifice himself to carry Nasus to the top; this selfless sacrifice, in love for a brother, caused both of them to Ascend, Renekton as a strong crocodile, and Nasus as a cunning jackal. As such, the two continued to serve Shurima as its guardians.
  • Beware the Nice Ones: As mentioned before, he's one of the nicer champions. But if he's fed and/or free farming...
  • Big Brother Instinct: Nasus and Renekton were as close as brothers could get. But after a millennia of being sealed away in a tomb with Xerath, Renekton's gone crazy. Nasus did want to being an end to Renekton by killing him, but was renewed with hope after a fight with Xerath and now believes Renekton can be redeemed.
    • Averted with his Infernal Nasus skin, which has it's own unique taunts for Renekton, but instead of it being about striking him down for it's own good, it's more about a show of strength.
  • Body Horror: In the final days of his mortal life, Nasus contracted a terminal illness that reduced him to a corpse-like state. He seems to inflict this condition others with his W.
  • Boring, but Practical: Jungle Nasus is not fast nor a particularly good duelist, but clears the jungle safely, has good ganks and is good at keeping enemy junglers at bay. He is also flexible and can adapt his item build depending on team composition and gold income.
  • Casting a Shadow: His attacks and skills are accentuated with this.
  • The Comically Serious: With one of his visual upgrade jokes. Justified in that if you had the head of a dog and were treated by people as such, you'd be pretty annoyed too. It's also a Call-Back to the Season One Trailer Blooper, whereas the trailer ended with Ryze throwing his ball and Nasus suddenly acts like a dog and tried to fetch the ball, ruining the whole trailer.
  • Cultured Badass: In his old lore, he was the lore-keeper of his previous world, who would teach mortals that were pure of heart. Up until the lore was retconned, he cared for the League's archives. However, this trope is still invoked in his new lore as he was still the caretaker of Shurima's archives before it was destroyed. In fact was Nasus the one who urged the preservation of all books, scrolls, teachings and histories of conquered enemies. Founding libraries all across the empire, the greatest library of them all bore his own name.
  • Darker and Edgier: His visual rework can be described as this, as he started off looking less intimidating and his voice was more serene (but stern) compared to the guttural voice he has now. Infernal Nasus is darker still, with him replacing his enlightened lines about life and death with those foretelling the doom of the world.
  • Dark Is Not Evil: In the season one trailer, he appears as a largely inarticulate monster, working with the likes of Cho'gath and Warwick. He's huge, menacing, and constantly rambles on about death in a deep, booming voice. He's also a truly noble creature.
  • Difficult, but Awesome: While Nasus' lane will be safe from ganks since he'll be happily farming under his turret, that Nasus won't be able to roam as soon or as well, his ganking jungler is more likely to get a kill than him which will stifle his golds income, and any early teamfight scenarios, like invading the enemy jungle, will be impossible. This is Difficult, but Awesome for your team, not so much for the Nasus player himself, and Nasus is still considered one of the best top laners.
  • Dishing Out Dirt: Well, sand.
  • Dissonant Serenity: Nasus' old voice was deep but calm-sounding in spite of the lines he spoke about death. His rework keeps this trope, even with his darker skin, Infernal Nasus.
  • Early Installment Weirdness: League's first cinematic saw Nasus on a team with a bunch of villainous characters facing the heroes, his seemingly dark powers and Anubis-like appearance making him look like he belonged. As the lore got fleshed out and Nasus emerged as a purely heroic figure, this early appearance sticks out like a sore thumb.
  • Egyptian Mythology: His appearance invokes the god Anubis. In a way, he also invokes the god Thoth. Both were scholars and, like Anubis, judged the souls of the dead.
  • Evil Costume Switch: Infernal Nasus. This depicts an 'ascended' Nasus who is bringing about the apocalypse. To put it plainly...
  • Evolving Attack: His "Siphoning Strike" ability, which gains bonus damage every time Nasus kills something with it. If he's given enough time to concentrate on the skill, he can forgo buying damage-increase items entirely and build entirely defensive items and still hit like a truck.
  • Foil: To his brother, Renekton. Both are fighter champions based on Egyptian mythology and both have ultimates similar in appearance that increase their size and empower them (including AoE damage). However, Nasus is a quintessential late-game champion who starts weak and is forced to farm a lot but becomes unstoppable once his Q accumulates last-hits while Renekton is a quintessential early-game champion who has an aggressive kit very useful for getting kills in lane but falls off later due to poor scaling. Lore-wise, Nasus is far more calm and collected while Renekton is destructive and bat-shit crazy (although he wasn't always like that). Plus, Nasus was the curator of Shurima's archives while Renekton was the gatekeeper and bodyguard to the royal family.
  • Genius Bruiser: Nasus was a general in his mortal life, being a peerless tactician. He was also a famed historian, scholar, and wizard. While he did know how to hold his own in a fight, the 'bruiser' part didn't apply until he ascended.
  • Gentle Giant: While he wields evil looking magic and can be solemn and depressing, Nasus is very much a cordial, kind soul who wants to make the world a better place.
  • Glowing Eyes of Doom: But he's actually a good guy.
  • High-Class Glass: As Archduke Nasus.
  • The Juggernaut: Riot uses Nasus as the main inspiration for the juggernaut class of champion, so it stands that Nasus is a juggernaut himself; that is, he's a slow, tanky, powerful colossus that deals massive damage to enemies close to him. Although he's very kitable and getting in range can prove difficult, Nasus is a terror that cannot be ignored in teamfights, lest he one-shot all the squishy characters on your team.
  • Magikarp Power: In the early game, Nasus is quite an easy target, but "Siphoning Strike" can hit like a train in the late game. The number one rule of fighting against Nasus is "Do. Not. Let. Him. Free. Farm" or he will turn those 200 creep kills into a staff-whack that removes half of your health.
  • Mighty Glacier: Taken to extreme levels. Has very high natural damage that scales off how many creeps he's killed with Q, made stronger by sheen procs, allowing him to build full tank with triforce/IBG, but has no mobility to back it up.
  • My Greatest Failure: Renekton losing his mind and Xerath breaking free seem to be this to him, if the Shurima: Descent into the Tomb video is anything to go by.
    My failure is complete...
  • Not So Different: Both Renekton and Nasus are considered by players to be among the best top laners, although for completely different reasons.
  • Odd Friendship: The website lists Sivir as his friend of all people. Though, now it's apparent why: Sivir is Azir's descendent.
  • One-Hit Kill: Siphoning Strike has this potential. It's one of the very few skills in the game that has no cap on its damage. This leads some people to describe him as a "hyper-carry," a true One-Man Army, though others dispute this claim, and a third camp claims that LoL doesn't have any hyper-carries. (This is especially true because nobody can agree on what the term means.)
  • Physical God: One of the legendary Ascended heroes of Shurima, putting him in the same tier as Renekton, Azir and Xerath.
  • Playing with Fire: Infernal Nasus
  • Power Makes Your Voice Deep: Oh hell yes! His original voice was deep; his post-remodel voice sounds like he's shouting at you from the bottom of a deep well. Arguably only Nautilus is deeper.
  • Red Eyes, Take Warning: On his old model and splash art. However, his eyes turn from blue to red when using his ult after his rework. But he's a good guy.
  • Red Oni, Blue Oni: The blue to Renekton's red.
  • Retcon: He's been retconned to being a native of Shurima. However, unlike the other champions who were involved in this retcon, not much was changed in his backstory.
  • Sibling Team: Was this with Renekton, from when they became ascendants, till Shurima's fall.
  • The Only One Who Can Defeat You: Subverted since Taliyah's release; an encounter with Xerath where Nasus nearly defeated him renewed him with hope, and now he believes he can bring Renekton back from the brink.
  • Skill Gate Character: He's a fighter that's relatively cheap in IP, making him a prime candidate for a beginner's first fighter (along with Garen). He teaches new players the importance of farming and last-hitting (instead of constant pushing like most first-timers do) by giving them a concrete reward for doing so through Siphoning Strike stacks. Likewise, enemies facing a Nasus usually learn the hard way why it's a bad idea to let enemies farm unharassed when his Siphoning Strike blows them up 25 minutes later. Like other examples in League of Legends, he's not necessarily bad after the beginner stage and remains viable even at high-tiers.
  • Super Mode: His ultimate certainly counts. He gets bigger, becomes surrounded by a storm that deals damage around him, gains bonus armor, magic resistance and health, and gets reduced cooldown on his main damaging ability.
  • Tranquil Fury: He never raises his (famously deep) voice. Although he gets a bit louder, his Infernal Nasus skin still retains the tranquil bit. Only instead of going on about life and death, he's going on about the destruction of the world. The only instance of his anger we see in the lore is positively chilling, however, as he allows Xerath's subordinate to stab him before effortlessly beating him to a pulp and causing him to age until he's collapsing in on himself.
  • Unfortunate Names: Although it would take a bit tinkering. 'Nasus' itself IS a fine name, but when you realize that it's "Susan" spelled backwards...
  • Warrior Poet
  • Was Once a Man: Originally a human, he Ascended at an unknown point in time along with Renekton.
  • What the Hell, Hero?: This is basically a summary of Nasus' opinion on Azir. While they are allies and Nasus is certain that Azir can restore Shurima to its former glory, he's understandably... peeved by the fact that it was Azir's arrogance (combined with Xerath's betrayal) that led to the destruction of Shurima in the first place. It doesn't help that Azir won't admit his mistakes.
  • Who Wants to Live Forever?: Prior to Azir's return bringing Shurima back, Nasus was seriously contemplating simply letting death take him as he had no purpose but to wander the sands eternally.

    Nautilus, the Titan of the Depths
"Bewaaare the depths."

Voiced by: Unknown (English), Rafael Azcárraga (European Spanish), Oliver Magaña (Mexican Spanish), Yoshihisa Kawahara (Japanese), Seokk-Pil Choi (Korean)

"When lost in utter darkness, there is nothing left but forward."

A lonely legend as old as the first piers sunk in Bilgewater, the armored goliath known as Nautilus roams the dark waters off the coast of the Blue Flame Isles. Driven by a forgotten betrayal, he strikes without warning, swinging his enormous anchor to save the wretched, and drag the greedy to their doom. It is said he comes for those who forget to pay the “Bilgewater tithe”, pulling them down beneath the waves with him—an iron-clad reminder that none can escape the depths.

Nautilus is a Vanguard champion who offsets his slow and lumbering nature with excellent crowd control, resilience and significant area-of-effect damage.

  • His passive, Staggering Blow, causes his basic attacks to deal bonus damage and briefly immobilize the target. This effect only works once every few seconds on the same target.
  • With his first ability, Dredge Line, Nautilus hurls his chained anchor in a target direction, damaging the first enemy it hits and pulling Nautilus and the target towards each other. If the anchor hits terrain instead, Nautilus will pull himself to it, and half of the ability's cooldown and mana cost are refunded.
  • His second ability, Titan's Wrath, protects Nautilus for a few seconds with a shield based on his max health. While the shield holds, Nautilus' basic attacks are empowered, dealing bonus damage-over-time to the target and other enemies around them.
  • With his third ability, Riptide, Nautilus stomps the ground, releasing three consecutive rings of underwater explosions that expand outwards, damaging and briefly slowing enemies they hit.
  • His ultimate ability, Depth Charge, fires an underground shockwave that chases a target enemy champion and explodes when it reaches them, dealing damage, knocking them up and briefly stunning them. Other enemies the shockwave passes through on the way to its target are also damaged, knocked up and stunned.

Nautilus' alternate skins include Abyssal Nautilus, Subterranean Nautilus, AstroNautilus, Warden Nautilus, Worldbreaker Nautilus, Conqueror Nautilus and Shan Hai Scrolls Nautilus.

In season 2 of Teamfight Tactics, Nautilus is a Tier 3 Ocean Warden. His ability is Depth Charge, which sends a slow-moving projectile towards the furthest enemy, damaging, knocking up and stunning them, and also damaging any other enemies it passes through on the way. He was initially removed in season 3, but returned in the Return to the Stars using his AstroNautilus skin as a 2 cost Astro Vanguard. His ability was changed to Impact Crater, which erupts the ground beneath Nautilus' target, damaging them while knocking up and stunning them for a few seconds. Enemies adjacent to the target receive half the damage and knock-up/stun duration.

In Legends of Runeterra, Nautilus is a 0/12 Bilgewater Champion costing 7 mana with Tough and Fearsome. He levels up when you trigger Deep (when your deck has 15 or fewer cards remaining in it), becoming a 13/13, shuffling back into your deck all 4-cost allies that had been Tossed during the game, and reducing the cost of all Sea Monster allies by 4 while he remains in play. His signature spell is Nautilus' Riptide.
  • Adaptational Badass: Nautilus is formidable in his own way in League as a Stone Wall loaded with crowd control. Meanwhile in Legends of Runeterra, he starts off in the same way, but once the player tosses enough cards and he levels up, he transforms into an enormously powerful Lightning Bruiser with the highest damage and health of any champion card in the game.
  • Anchors Away: Nautilus is armed with the anchor of the ship aboard which he served. He grabbed it as he was being dragged to the sea floor.
  • Attack of the 50-Foot Whatever: His Worldbreaker skin in the splash art is huge, easily making him one of the canonically biggest champions. Naturally, this does not translate to gameplay; he's no bigger than the already big standard skin Nautilus.
  • Berserk Button: Don't try and use others to pay your blood toll. When a treacherous captain attempts this in the color story "Dead In The Water", Naut rises from the sea to personally drag him into the depths by hand.
  • The Brute: On Darius' team in A New Dawn.
  • Crosshair Aware: Depth Charge lets everyone know who it's heading towards. The target's teammates have a tough choice to make: get out of the way to prevent being knocked up or stay where they are (in the path of the shockwave) so that Nautilus can't get an easy Dredge Line on the target.
  • Cutscene Power to the Max: Big time in A New Dawn, although it's arguably more realistic for a living submarine man. He doesn't hit that hard in game, being instead the king of crowd control, but in A New Dawn his Riptide ability was shown as a massive earthquake, and his anchor was able to kill Jax and knock Graves back a very large distance.
  • Dark Is Not Evil: He may look quite frightening and have a pretty nasty set of powers, but he has no ill will towards most life, only punishing the greedy who do not pay the tithe to the Bearded Lady. That said, he has no qualms in making his punishment swift and incredibly violent.
  • Determinator: Despite having incredibly hazy memories, and being weighed down by an impossibly heavy diver's suit-anchor combo, Nautilus woke up after death and walked across the sea floor for who knows how long, in utter blackness and loneliness, in order to find the people who decided he was better off dead.
  • Eldritch Abomination: His post-retcon backstory makes him a somewhat downplayed case. He has definable origins as a normal human sailor with clear motivations, but he's recognized as something of a titanic force of nature, one who appears to those who fail to pay the tithe to the Bearded Lady and carries out incredibly destructive acts of violence as punishment.
  • Evil Debt Collector: Serves as the toll collector for Nagakabouros. Ships that don't offer Her a gold Kraken soon find themselves facing his wrath.
  • Expy: The visual resemblance to a Bouncer Big Daddy has not gone unnoticed. For bonus points, have him team up with Annie.
  • Gameplay and Story Integration: Nautilus in his suit is so lumbering, he couldn't swim back to shore. As a result, his movement speed is tied for the slowest in the game and every melee champion moves faster than him, leaving him reliant on using his anchor through his Dredge Line ability for mobility. The tradeoff is that the extremely heavy diving suit benefits his durability as much as you'd expect it to.
  • Glowing Eyes of Doom: This can be justified as being the lights of his diver's suit. Taken to a logical conclusion with his Titan's Wrath ability, causing his eyes to glow even brighter while it lasts.
  • Grappling-Hook Pistol: His Dredge Line ability uses his anchor for this, capable even of dragging Nautilus to terrain, turrets, and walls.
  • Half-Human Hybrid: Is stated to be part human, part....something. He is fused with his suit, so no one really knows what he has become underneath that but in some concept art, he has tentacles coming out of his armor.
  • Hero Killer: In the "A New Dawn" cinematic he gets both of the kills on the "bad" team, crushing Jax under his anchor and forcing Graves to blow himself up to take Nautilus with him.
  • Hooks and Crooks: He uses his anchor as a very effective grappling hook to overcome his lumbering speed.
  • The Juggernaut: Slow and cumbersome even when he is using his hook to get him places, but do not let him get close. He's ridiculously durable, deals extremely high sustained damage, and has enough crowd control to ensure that you'll never get away from him alive. Extremely well portrayed in the "A New Dawn" video where nothing Graves does to him even seems to slow him down until he gets a giant stone pillar dropped on him.
  • Left for Dead: His backstory made concise.
  • Magikarp Power: When jungling, Nautilus is slow, weak and ironically enough very fragile during his first clear, making him susceptible to invading enemies. Given just a couple of levels and ranks in Titan's Wrath he quickly becomes a powerhouse who survives lots of abuse and deals tons of damage while his shield holds. He is not a very extreme example of this trope as he gets over his weakness rather quickly, but it's still there.
  • Making a Splash: Multiple splashes, in fact! His Depth Charge ultimate causes multiple watery explosions towards a target, each one increasing the speed of which the explosion homes in on its target.
  • Meaningful Name: "Nautilus" is Greek for sailor, and is also the name of a family of mollusk found deep in the ocean, fitting with his deep-sea theme (as well as his occupation as a salvage diver when he was still human).
  • Mighty Glacier: Once he activates Titan's Wrath, he upgrades from a Stone Wall to this, adding AOE damage to his autoattacks while the shield still holds. He's encouraged to build tanky due to the shield size (and by extension the buff duration) scales as a percentage of bonus HP.
  • Ocean Madness: By the time Nautilus got back to land only to realize there was no possible life for him to return to, he returned to the sea and let his anger fester, turning into the vengeance-driven titan of Bilgewater's depths he currently is.
  • Pet the Dog: As show in Legends Of Runeterra, the normally curt and grim Titan has a small soft spot for the innocent and young beings who live in the shallows. Some even referring to him as Uncle Nautilus.
  • Power Glows: His Titan's Wrath ability, causing his anchor to glow red, and his eyes glow even brighter.
  • Power Makes Your Voice Deep: Yes. He has arguably the deepest voice in the entire game and that's saying something. His voiceover in Legends of Runeterra loses a slight amount of bassy echo, but that still doesn't change much.
    Ally Nautilus: My voice is deeper than your voice.
    Enemy Nautilus: (trying to go even deeper) I disagree.
  • The Power of Hate: Long after he'd given up hope of ever reaching home, he was still motivated to keep trudging on in the dark depths in order to find his former crewmates that left him for dead. He ended up reaching land eventually.
  • Retcon: In his initial lore, Nautilus was a sailor commissioned by the Institute of War to explore the Guardian's Sea, with the incident that sent him overboard and becoming whatever he is now being more or less a complete accident, and his ongoing plot being him seeking revenge on those who left him for dead. With the post-Institute lore, Nautilus was reworked into being a Bilgewater treasure hunter before turning into his state, and one who eventually gave up in searching for the individuals who betrayed him. In his current state, he now serves as a self-appointed enforcer of Nagakabouros' will, one who rests as a dreaded spirit beneath the depths.
  • Revenge:
    • During the pre-mass retcon era, his reason for being in the League to have his revenge on those responsible for his lost life and time. Hell, it might have been the reason he's alive in the first place!
    • In the post-retcon lore, while his backstory and setup is similar (he was manipulated by his greedy captain into deep-diving into what turned out to be eldritch murk for supposed treasure, leaving him for dead), he's not directly seeking out for revenge on specific individuals, as those who had left him to die had vanished for years by the time he returned to the surface. He now acts a general punisher of those who fail to pay the tithe as his captain did.
  • Sadistic Choice: In his first lore iteration, his crewmates chose cutting him loose rather than try to pull him up but risk everyone's lives. He is not very happy about that.
  • Shockwave Stomp: His Riptide ability. The waves that fan out can hit his enemies twice, meaning it may be better to hold your ground against Nautilus. Or... you're in a Morton's Fork situation.
  • The Sky Is an Ocean: His joke has him plant his anchor and start swimming mid-air.
  • Stone Wall: A very dedicated tanking character with large amounts of disruption and a respectable damage output, but has the lowest possible base movement speed, a trait usually reserved for ranged characters.
  • Stuff Blowing Up: His ultimate is Depth Charge, blowing up upon impact with its main target and causing them to fly up into the air.
  • Tunnel King: Subterranean Nautilus substitutes the anchor for a massive drill.
  • Units Not to Scale: Nautilus is pretty big, and a believable size for a man in a heavy deep-sea diving suit. However, according to his appearance in "A New Dawn" and in his color story, he's actually titanic, capable of holding an entire man in his fingers.
  • Walk, Don't Swim: His diver's suit was so heavy that he had to trudge along the ocean floor all the way to land.
  • Was Once a Man: Well, technically he still is one, but he's somehow become one with the diving suit and infused with some terrible dark energies, so he's not quite the way he used to be either.
  • You Can't Go Home Again: He was forced to slog on the ocean floor for so long, by the time he surfaced nothing that remained of his former life was left. There weren't any traces of the corrupt captain and his crew who left him for dead, so he couldn't even seek Revenge on them.

    Neeko, the Curious Chameleon
"Neeko is best decision!"

Voiced by: Flora Paulita (English and Brazilian Portuguese), Andrea Arruti (Mexican Spanish), Michiyo Murase (Japanese), Myeong-Ho Lee (Korean)

"The Oovi-Kat are gone. Neeko must build her own tribe, now."

Hailing from a long lost tribe of vastaya, Neeko can blend into any crowd by borrowing the appearances of others, even absorbing something of their emotional state to tell friend from foe in an instant. No one is ever sure where—or who—Neeko might be, but those who intend to do her harm will soon witness her true colors revealed, and feel the full power of her primordial spirit magic unleashed upon them.

Neeko is a Burst Mage/Catcher hybrid champion who uses deception and illusions to bewilder and outplay her enemies before returning fire with colorful burst magic.

  • Her passive, Inherent Glamour, allows Neeko to disguise herself as any allied champion, keeping up the illusion even when using basic attacks or some of her abilities. Taking damage from an enemy champion or using either her Blooming Burst or Tangle-Barbs abilities breaks the illusion.
  • With her first ability, Blooming Burst, Neeko tosses a seed at a target location that blooms and damages nearby enemies. If the explosion kills a unit or hits an enemy champion or large monster, it will bloom again up to two times in a row.
  • Her second ability, Shapesplitter, passively causes her every third consecutive basic attack to deal bonus damage and grant Neeko a short burst of movement speed. When activated, Neeko slips out of sight, becoming briefly invisible and gaining bonus movement speed for a few seconds while sending a temporary, harmless clone of her current form running in a target direction.
  • Her third ability, Tangle-Barbs, flings a tangling spiral in a target direction, damaging and briefly immobilizing enemies in its path. If the spiral hits at least one enemy it grows in size and speed and immobilizes for longer.
  • With her ultimate ability, Pop Blossom, Neeko charges-up spiritual essence for a short delay and then leaps into the air, gaining a shield. Upon landing, she releases a powerful explosion that damages and briefly stuns nearby enemies. When disguised with Inherent Glamour, the charge-up will be obscured from her enemies.

Her alternate skins are Winter Wonder Neeko, Star Guardian Neeko, Prestige Star Guardian Neeko and Shan Hai Scrolls Neeko.

In season 2 of Teamfight Tactics, Neeko is a Tier 2 Woodland Druid. Her special ability is Blooming Burst, which throws a seed at a random enemy dealing three consecutive hits that explode with a bigger ara of effect each time. Neeko's Help is also a special item in the game which can be used on any champion you own to exchange it for an additional 1-star copy of that champion. In season 3, she is a 3 cost Star Guardian Protector with her Pop Blossom ultimate, slamming down and dealing damage to nearby enemies.

    Nidalee, the Bestial Huntress
"They will fear the wild."

Voiced by: Kelly Burge (English), Victoria Angulo (European Spanish), Carla Castañeda (Mexican Spanish), Toa Yukinari (Japanese), Hyeong-Shin Kim (Korean)

"The untamed know no fear."

Raised in the deepest jungle, Nidalee is a master tracker who can shapeshift into a ferocious cougar at will. Neither wholly woman nor beast, she viciously defends her territory from any and all trespassers, with carefully placed traps and deft spear throws. She cripples her quarry before pouncing on them in feline form—the lucky few who survive tell tales of a wild woman with razor-sharp instincts, and even sharper claws...

Nidalee is a Specialist champion who shapeshifts between two distinct but complimentary forms to mark and hunt down her prey. She starts with a free rank of her ultimate ability, Aspect of the Cougar, which allows Nidalee to switch between Human Form, which is ranged and excels at initiating the hunt, and Cougar Form, which is melee and excels at finishing off her prey.

  • Her passive, Prowl, increases Nidalee's movement speed when moving through brush, increasing if she's moving towards a visible enemy champion. Additionally, some of her Human Form abilities briefly mark enemy champions they damage as Hunted, revealing them, granting Nidalee the same movement speed bonus when moving towards them and empowering some of her Cougar Form abilities.

In Human Form:
  • With her first ability, Javelin Toss, Nidalee throws her spear in a target direction, damaging the first enemy it hits based on distance traveled and marking them as Hunted if they're an enemy champion.
  • Her second ability, Bushwhack, sets a trap at a target location for a long duration that triggers when an enemy walks over it, dealing damage-over-time and marking them as Hunted if they're an enemy champion.
  • With her third ability, Primal Surge, Nidalee heals a nearby allied champion based on their missing health and also grants them an attack speed bonus for a few seconds.

In Cougar Form:
  • Her first ability, Takedown, makes Nidalee's next basic attack deal bonus damage based on the target's missing health. If the target is Hunted, they'll take increased damage.
  • With her second ability, Pounce, Nidalee lunges in a target direction, damaging nearby enemies upon landing. If she targets a Hunted enemy, Nidalee will instead jump at the target from a longer distance. Using this Hunted bonus or killing an enemy champion while in Cougar Form reduces the ability's cooldown.
  • With her third ability, Swipe, Nidalee claws at enemies in a cone in the target direction, damaging them.

Nidalee's alternate skins include Leopard Nidalee, Snow Bunny Nidalee, French Maid Nidalee, Pharaoh Nidalee, Bewitching Nidalee, Headhunter Nidalee, Warring Kingdoms Nidalee, Challenger Nidalee, Super Galaxy Nidalee, Dawnbringer Nidalee and Cosmic Huntress Nidalee.

In season 1 of Teamfight Tactics, Nidalee is a Tier 1 Wild Shapeshifter. Her ability, Primal Surge, heals herself and her weakest ally, then transforms her into Cougar Form and increases her attack damage. She was removed in season 2. In season 4, she's a Tier 1 Warlord Sharpshooter using her Warring Kingdoms skin. Her new ability Javelin Toss, throws a spear that damages the first enemy hit; the damage increasing by 10% for every hex it travels.

  • All Witches Have Cats: Her Bewitching skin changes her cougar form into a black cat. Her updated splash art even shows her holding a black cat.
  • Ambiguously Brown: Definitely one of the more dark-skinned champions.
  • Artistic License – Biology: Her Cougar Form looks more like a hybrid between a lion and a sabertooth tiger than an actual cougar.
  • Bizarre and Improbable Ballistics: An ability of her's involves throwing a spear, which does more damage based off how far away it is from Nidalee upon impact, seemingly like a gyrojet.
  • Blade on a Stick: Not for stabbing, but throwing.
  • Cat Girl: She doesn't actually have cat ears, but she can turn into a cougar and was raised by cats.
  • Clingy Jealous Girl: Implied in an old, no-longer-canon Journal of Justice, when her boyfriend, a summoner named Bob Nashahago, promptly fled when the gossip column ran with Blitzcrank's dating service finds him a match with Janna instead.
  • Combat Medic: Primal Surge heals for a decent amount and grants an attack speed boost- with some AP items it can heal quite a bit whilst still increasing the potency of Javelin Toss (the combat part). Anyone targeting her first will find she doesn't die quite as easily as other medics as she escapes in cougar form.
  • Crutch Character: One of the most impressive starters in the jungle with a decent amount of versatility, but doesn't possess a powerful endgame than a dedicated support, ranged-DPS, or fighter champion.
  • Difficult, but Awesome: Nidalee's spears and Cougar Form allow her to deal some very frightening 1v1 damage even by the late game, but this requires that she actually land them or set up traps to trigger the "Hunt" debuff. When first picking Nidalee up, prepare to have a lot of practice in how to land relatively slow-moving spears at fast moving targets, as well as set up traps to set up 1v1 trades.
  • Fanservice: A sexy cougar in a Fur Bikini whose /dance emote causes her to pole dance on her spear and whose /joke is "Did I mention it's mating season?".
  • Foil: To the other feline champion, Rengar. While Nidalee is one with nature, Rengar hunts nature as worthy prey. One shifts from human to cat form and vice versa, and the other is an anthropomorphic lion. Even with their kits, Nidalee is played in the middle or bottom lane as a long range support caster, who heals her allies and sets traps to find enemies in bushes, while Rengar is played in the top lane or jungle, hides in the bushes himself to leap at prey, and gets up close and personal to rip his target to shreds, without much potential for supporting allies directly.
  • Half-Human Hybrid: She's confirmed to have vastayan blood, but was born human and isn't considered a "true" vastaya. Unlike the vastaya, she isn't a mix and match of various human and animal parts, and she instead is able to transform back and forth between human and cougar.
  • Have I Mentioned I Am Sexually Active Today?: Almost paraphrased in her joke but replace 'sexually active' with 'mating seasons'.
  • Hot Witch: Bewitching Nidalee
  • Impossibly-Low Neckline: Did we mention the Fanservice already?
  • It Is Pronounced "Tro-PAY": The Spirit Guard Udyr skin confirms that her name is pronounced "Need-A-lee" and not "Nid-a-lee" as most players thought.
  • Jack-of-All-Stats: Can be played reasonably well as a support, fighter, or mage but generally not as well as specialists in those types.
  • Javelin Thrower: Javelin Toss is one of her signature abilities, launching a relatively slow but painful spear whose damage increases based on net distance traveled. Even outside the ability, she also chucks weaker javelins for her ranged basic attacks.
  • Jungle Princess: While not specifically a princess, she is heavily based on the archetype.
  • Lightning Bruiser: Nidalee is both fast and really hard hitting, and due to her Hunt mechanic, she can zip around the battlefield at respectable speed. Catching an enemy in a trap or with a spear usually means death, because soon after, a frothing cougar will pounce from the bushes and delete their health bar. And because of Primal Surge and Pounce, she is also frustratingly hard to catch and kill.
  • Panthera Awesome: No matter what skin she's in, she always turns into some kind of giant cat thing as her ultimate.
  • Raised by Wolves: Well, cougars. She has no known connections to the rest of human society, and currently remains in the untamed jungles as the leader of her pack.
  • Retcon: Originally, Nidalee arrived to the Kumungu jungle as a child by traveling with her treasure-seeking parents, and was only adopted by her cougar family after her real parents succumbed to a mysterious, unspecified illness. With her 2018 rewrite, her early origins are now far more mysterious, with nobody knowing how she came to be alone in the jungle.
  • Ship Sinking: Nidalee/Rengar is a semi-popular ship, mostly due to them both being feline hunters. However, they would end up being listed as rivals on the original website, and much later following their lore updates, it was revealed that Nidalee's adoptive mother was killed by Kiilash hunters. The text doesn't explicitly confirm that Rengar was one of them, but regardless, it doesn't help.
  • Stealth Pun: She has a hidden passive when in cougar form that gives a very small amount of exp to any nearby friendly champions lower level than her. Because she's a "cougar".
  • Stripperiffic: Wears a Fur Bikini and not too much else. As shown in "Human Blood", this proves to be an amusingly effective distraction to precede a spear attack and cougar transformation (although the accompanying art in that story portrays her wearing a much more conservative outfit and the story itself doesn't actually describe her garb).
  • Trap Master: Nidalee's Bushwhack allows her to place up to 10 invisible traps across the map, which when set off deal a slight bleed effect, triggers her Hunt passive, and globally reveals the target for a few seconds. Perhaps not the most immediately punishing in the game, but can be very powerful substitutes for wards if you can predict where enemies across the map will be moving, as well as set up for assassinations if you're especially forward-thinking.
  • Unflinching Walk: Because of the old mechanics behind her spear toss, the game used to encourage you to do this each time you toss it. Badass indeed.
  • Voluntary Shapeshifting: She can go from human to cougar form and back again for free and with a cooldown of only a few seconds.
  • Wild Child: It's unknown how she came to be alone in the Shuriman jungles as an infant, but she was found and raised by cougars like she was one of their own, becoming the Jungle Princess archetype we know today.
  • You Will Be Spared: As told in "Human Blood", Nidalee spared the life of a man on the condition he packs his stuff and leaves the jungle with his comrades. He doesn't heed her warning, and he doesn't live very long to regret it.

    Nocturne, the Eternal Nightmare
"Embrace the darkness."

Voiced by: Jason Wishnov (English), David Robles (European Spanish), Unknown (Mexican Spanish), Shinshu Fuji (Japanese), Sang-Baekk Kim (Korean)

"The darkness is closing in..."

A demonic amalgamation drawn from the nightmares that haunt every sentient mind, the thing known as Nocturne has become a primordial force of pure evil. It is liquidly chaotic in aspect, a faceless shadow with cold eyes and armed with wicked-looking blades. After freeing itself from the spirit realm, Nocturne descended upon the waking world, to feed upon the kind of terror that can only thrive in true darkness.

Nocturne is an Assassin champion who spreads darkness and fear through the battlefield, isolating enemies from their allies and pouncing upon them from the shadows.

  • His passive, Umbra Blades, periodically transforms his next basic attack into a whirling slash, damaging foes around him and healing Nocturne per enemy hit. Basic attacks reduce this effect's cooldown, doubled against enemy champions.
  • His first ability, Duskbringer, sends out a shadowy hand in a target direction, damaging enemies in its path and leaving behind a Dusk Trail that increases Nocturne's movement speed and attack damage and allows him to move through units when inside it. Enemy champions it hits will also leave behind a Dusk Trail as they move for a few seconds.
  • With his second ability, Shroud of Darkness, Nocturne protects himself with a shadow barrier for a brief moment that completely blocks the next ability that hits him. This ability also passively increases his attack speed, with the bonus being doubled for a few seconds after blocking an ability with the barrier.
  • With his third ability, Unspeakable Horror, Nocturne plants terrifying nightmares on the mind of a nearby enemy for a brief duration, dealing damage-over-time. If the target doesn't run away from Nocturne quickly enough, they'll be feared for a few seconds, forced to flee from Nocturne at reduced speed. This ability also passively grants Nocturne a huge movement speed bonus when moving towards feared enemies.
  • His ultimate ability, Paranoia, covers the battlefield in darkness for a few seconds, greatly reducing the sight radius of enemy champions and preventing them from sharing vision with their allies. Nocturne can reactivate the ability to pounce upon an enemy champion from a very long distance, damaging them upon arrival.

Nocturne's alternate skins include Frozen Terror Nocturne, Void Nocturne, Ravager Nocturne, Haunting Nocturne, Eternum Nocturne, Cursed Revenant Nocturne, Elderwood Nocturne and Hextech Nocturne.

In season 2 of Teamfight Tactics, Nocturne uses his Eternum Nocturne skin and is a Tier 3 Steel Assassin. His special ability is Steel Blades, a passive which causes every third attack to strike all adjacent enemies, applying on-hit effects and healing him for a percentage of the damage done. He was initially removed in season 3, but returned in the Return to the Stars mid-set update using the same skin as a 1 cost Battlecast Infiltrator. His ability was changed to Unspeakable Horror, which stuns Nocturne's target for a few seconds while dealing magic damage to them over the duration.

In Legends of Runeterra, Nocturne is a 4-mana 5/3 Shadow Isles Champion with Fearsome and the Nightfall ability that gives a chosen enemy Vulnerable and all enemies -1/-0 until end of round if it's triggered. When you have attacked with 5 Nightfall units Nocturne levels up, gaining +1/+1, giving all allied units Fearsome, and giving -1/-0 to all enemies until end of round every time you play a unit (however, he loses his Nightfall ability from his level 1 version). His signature spell is Nocturne's Unspeakable Horror.

  • Absurdly Sharp Blade: To give you a hint, they were able to slice right through Ryze's supposedly indestructible scroll.
  • And I Must Scream: Inflicts such terror upon its targets that they are too paralyzed to even scream for help. Also Nocturne's own fate within the spirit realm - his lack of restraint has caused him to hunt and kill every moving thing within it, leaving him with no means of escape and no means of feeding from anyone's fear... except for the minds that drift into his realm during their dreams, the most frightful of with allow him to hitch a ride back to the waking world when their owners bolt upright in terror.
  • Bedsheet Ghost: Haunting Nocturne looks like one.
  • Black Eyes of Evil: Victims of his ultimate gain the 'possessed by horror' variation to onlookers.
  • Blade Below the Shoulder: He has two gigantic curved blades attached to (growing from?) his forearms.
  • Casting a Shadow: More literally than normal, Duskbringer throws a shadowy claw that leaves a shadowy trail behind it. While on the trail Nocturne hits harder, moves faster and can pass through other units like a ghost, and if the claw hits an enemy champion, they'll start leaving said trail behind them for a while — granting Nocturne a shadowy highway straight to his target.
  • Catapult Nightmare: The usual reaction to your mind drawing Nocturne's notice. Pray you do it fast enough that you won't feed him enough to manifest in the waking world.
  • Creepy Long Fingers: Even with his Blades Below The Shoulder being the attention grabbers that they are, his long claw-like fingers are definitely noticeable.
  • Crutch Character: Considered to be a strong early-game champion due to his fast clearing times, strong dueling, and solid ganks (especially once he has Paranoia). However, a Nocturne doesn't typically fare too well late-game if his team is counting on him to initiate, since he can quickly get to the enemy backline with Paranoia and try to assassinate someone, but he'll likely die soon afterwards (even with a tanky build). However, a well-timed Paranoia in conjunction with a strong initiation ability is an extremely potent combo for throwing the enemy team into disarray, so keep that in mind.
  • Darkness Equals Death: Once the screen goes dark from his ultimate being used it very often means that Nocturne is within dashing-range of a target and believes he and any nearby allies are capable of killing whatever that target is. In the lore, wherever Nocturne is around is shrouded in such a darkness that it seems to fight any lightsource for dominance rather than yielding like darkness normally does.
  • Dark Is Evil: It doesn't get much darker than a demon literally made of nightmares, and it doesn't get much more evil than wanting nothing more than to savor your fear as it stalks your nightmares, using them as a bridge into the real world.
  • Dynamic Entry: Paranoia's second cast allows him to dash to an enemy and deal hefty damage, and you won't even know who it's being done to, because your screen just went dark from Paranoia 's first cast.
  • Easter Egg: If Graves uses his Smokescreen ability on Nocturne, Graves says one of two special lines of dialogue.
  • Eldritch Abomination:
    • The reason why Shadow Magic carries the penalty of death in many of Runeterra's lands? It created him, a demon feeding from fear and terror. He is usually trapped in the Spirit Realm, where his Omnicidal Maniac tendencies has ensured he is the only being left, but guess where minds go during dreams? He then latches onto the mind, terrorizing it, and when it flees back to the waking world from the resultant nightmare, he hitches a ride along with it, where the fear allows him to take shape and create even more terror. Make no mistake however - he would much prefer you staying in the Spirit Realm to be terrorized as he despises the waking world, but hey, even a demon has to feed.
    • Eternum Nocturne switches out the darkness and nightmare related theme for an equally terrifying extra-dimensional terror theme.
  • Emotion Eater: Just like fellow demonic champions. But while Evelynn feeds from pain, and Tahm Kench from despair, Nocturne feeds on fear, specifically born of nightmares. And will prolong his killings to the point where his targets have given him as much fear as possible. The only small mercy is that he lacks the restraint to let his victims recover. He scares, scares more, scares even more, drags you into the spirit realm to scare you on his home turf, and then kills you when you can no longer be more afraid.
  • Evil Is Petty: In Legends of Runeterra, Nocturne prods his enemies with their deepest fears. While most of them are existential and broad, he also includes telling Trundle that his badass True Ice club will melt, and Zoe that Ezreal and Lux will marry and live happily ever after (and hilariously, both of them respond with Big "NO!"s).
  • Evil Is Visceral: Eternum Nocturne is made of twisted, skinless flesh covered with armor. Void Nocturne also replaces his usual metal arm blades with a pair of meaty, organic "blades."
  • Evil Laugh: Type /Laugh during play and you'll understand why this guy is titled 'The Eternal Nightmare'. He also laughs when his spell shield blocks a spell and as an alternate line during his ultimate.
  • Evil Sounds Deep: He speaks in a deep, menacing voice.
  • Expy:
    • An omnicidal assassin who kills people in their dreams and hates a specific group, whom he harassed in the past, much like Freddy Krueger.
    • Spectre from DotA, in both looks and abilities (The trails of darkness).
    • You're forgiven if Eternum Nocturne's voice and method of speech reminds you of Harbinger
  • Fate Worse than Death: Subverted. He's literally titled 'The Eternal Nightmare', he feeds off fear, and intentionally drags out his killings... but, whether because of his own starvation or just his Omnicidal Mania, he lacks the restraint for any sort of prolonged torture. You'll die being more terrified than you have ever been in your life as he plunges his blades through your heart to get that final ounce of fear from you. But that'll be your end.
  • Glowing Eyes of Doom: His body is pitch black, so in a dark nightmare, all his victims saw were those glowing eyes.
  • Interface Screw: Your screen just went dark and you can't see your team's vision. No, it's not a bug — it's his ultimate.
  • Lightning Bruiser: He was designed to be a Glass Cannon, but anyone halfway decent with him will build him as a tank thanks to Duskbringer's attack boost, which allows you to build a fair amount of defense and still do enormous damage. When built this way, he's nearly impossible to peel off a target or escape from but can also take a good beating and fight off multiple opponents with ease.
  • Living Dream: Shadow magic uses the spirit realm to power it - this is the same realm minds visit upon dreaming. Nocturne is the result of a Shadow Magic assassin construct taking on a life of its own during the Rune Wars. It now inhabits the spirit realm, terrorizing whatever it can get its hands on, feeding on the fear. Needless to say, Shadow Magic is banned almost Runeterra-wide, and what few scrolls and tomes are written about it is locked away and the key destroyed.
  • Must Be Invited: Granted, the invitation he needs is less formal than fellow demonic champions, Evelynn and Tahm Kenchnote , but like them Nocturne can't do a thing to you normally: He's trapped in a realm where his own Omnicidal Mania has ensured nothing exists but him, and he's thus completely harmless. But during dreams, your mind enters his realm, and if it's even a little frightful, he'll notice you, and if you don't immediately decide to wake up from catching his attention, then that's the invitation being given for Nocturne to continue.
  • Nothing Is Scarier: When you hear the creeping "Darkness" sound of his ultimate being used, this is in full effect for the duration. One of your allies is probably getting sliced up and there's little you can do about it... unless you're the one Nocturne is aiming for, in which case you're probably more worried about the living nightmare doing its best to murder you.
  • Never Split the Party: Being off on your own almost always puts you at risk of being picked off by a jungler or assassin, but Nocturne takes it new levels. At least in most cases you can call for help and signal where you're under attack; with Nocturne's Paranoia, no one can see where you are even if you do signal you're the target. Staying relatively close to one's team makes it easier to figure out who's being attacked and possibly help since players under the darkness effect can still see a very limited distance around them.
  • Omnicidal Maniac: Killed his inadvertent creators, killed all the other shadow-assassin constructs they had created, killed whomever came across the spirit realm, and now kills those whose nightmares feed him enough to escape the Spirit Realm. And they're not quick deaths either; he feeds on fear, so he drags them out like a predator stalking prey.
  • Our Demons Are Different: Going by the theme of Runeterra's demons being related to the Seven Deadly Sins, if Evelynn is Lust and Tahm Kench is Gluttony, then Nocturne would be Wrath - he absolutely despises everything that isn't himself or his realm.
  • Paranoia Gambit: Twofold, both tied to his interface screwing ultimate, aptly named Paranoia.
    • Because of how it removes ally vision from his enemies before allowing him to dash to, and horribly murder, them. People who are aware of Nocturne having his ultimate tend to play much more passively if they aren't aware of his location and his ultimate hasn't been used in a while. That's right, doing nothing whatsoever instills paranoia in enemies.
    • Once the screen actually goes dark from his ultimate being used, everyone on the opposing team will have second thoughts about continuing their current actions - as mentioned under Darkness Equals Death, Nocturne seldomly uses his ultimate without being able to secure a kill - which makes it all the more potent as a tool of paranoia. Chasing a wounded enemy through the jungle when your screen goes dark? Nocturne might not be within dashing distance, but do you really want to take that chance?
  • Retcon: A few minor ones: he was initially envisioned as a unique living nightmare brought into reality from a nexus owned by the Institute of War, but was eventually rewritten as a fear-consuming demon. An additional change was marking down what type of fear he pursues — originally he pursued fear in general, but it too was later specified to be fear specifically born of nightmares, largely to give the broader domain of fear to Fiddlesticks, a more potent type of demon.
  • Sealed Evil in a Can: He's trapped in the Spirit Realm, and his Omnicidal Maniac tendencies has ensured that he is the only permanent inhabitant there. Luckily, he can't escape the Spirit Realm on his own, unluckily, guess where minds go during dreams? If there's a little fright in your dream, he will be drawn to your mind like a moth to a flame, and then your dream quickly becomes a nightmare. If you don't wake up in time and feed him enough to be capable of hitching a ride on your mind back to the waking world, then congratulations! You just opened his can.
  • Through the Eyes of Madness: If "A Twist of Fate" is any indication, his ultimate gives you a good reason to be paranoid of your surroundings. The amount of Lovecraftian horror that Ryze experiences while under the influence would make Cthulhu proud.
  • Time Abyss: Eternum Nocturne, seeing how he's 'The manifestation of all future nightmares'.
  • Tron Lines: Void Nocturne generates them on the ground beneath him in the same manner as Kassadin.
  • Voice of the Legion: All his voicelines carries a faint echoing to them. And he likes to stretch the words out as well. Eternum Nocturne pulls out all the stops, however, referring to himself as 'we' and having robotic background noises with each spoken word.
  • Your Worst Nightmare: Nocturne preys on people through their fears, in turn brought on by restless paranoia, with his specific means of entry being nightmares.

    Nunu and Willump, the Boy and His Yeti
"Every adventure's better with a friend!" "<grunts>"

Nunu voiced by: Lucas Jaye (English/Current), Cristina Milizia (English/Pre-VGU), Oliver Diaz (Mexican Spanish/Current), Miyuki Sato (Japanese/Current), Yeong-Su Jeong (Korean)

"Pull the fur outta your earholes, Willump! This is gonna be the bestest story ever!"

Once upon a time, there was a boy who wanted to prove he was a hero by slaying a fearsome monster—only to discover that the beast, a lonely and magical yeti, merely needed a friend. Bound together by ancient power and a shared love of snowballs, Nunu and Willump now ramble wildly across the Freljord, breathing life into imagined adventures. They hope that somewhere out there, they will find Nunu’s mother. If they can save her, maybe they will be heroes after all...

Nunu and Willump are a Warden champion duo who roam through the map in a flurry of snowy magic and yeti fur, locking down key objectives and aiding fellow adventurers.

  • Their passive, Call of the Freljord, activates when they damage an enemy champion, large monster or structure, increasing the movement and attack speed of Willump and the closest allied champion for a few seconds; while under this effect, Willump's basic attack cleave enemies near his target, damaging them too. This effect can only trigger once every few seconds when attacking the same target.
  • Their first ability, Consume, has Willump take a bite out of a nearby enemy, dealing damage based on his max health and healing himself, with the heal being increased if used when below half health. When used against minions and monsters, Consume will deal true damage and the heal will be increased.
  • With their second ability, Biggest Snowball Ever!, Willump starts rolling a snowball that grows in size and speed over the next few seconds. Crashing the snowball into terrain or an enemy damages and knocks-up nearby opponents, increasing based on the ball's size. By reactivating the ability, Willump will let go of the snowball, sending it flying forward like a projectile and applying the same effects when it hits an enemy.
  • Their third ability, Snowball Barrage, makes Nunu rapidly fling a volley of three snowballs in a target direction up to three times in a row, each snowball damaging the first opponent it hits and other enemies behind them and marking them as Snowbound for a few seconds; enemies that are hit by three snowballs are also briefly slowed. After a short delay, Willump will damage and briefly immobilize nearby Snowbound enemies.
  • With their ultimate ability, Absolute Zero, Nunu and Willump channel for a few seconds as they sap heat from their surroundings, gaining a shield and slowing nearby enemies. When the channel ends or the ability is reactivated, they will deal massive damage to nearby foes, increasing based on how long they channeled.

Nunu's alternate skins include Sasquatch Nunu & Willump, Workshop Nunu & Willump, Grungy Nunu & Willump, Nunu & Willump Bot, Demolisher Nunu & Willump, TPA Nunu & Willump, Zombie Nunu & Willump and Papercraft Nunu & Willump.

In season 4 of Teamfight Tactics, Nunu and Willump are a Tier 3 Elderwood Brawler using their Sasquatch skin. Their Consume ability makes Willump bite their target, dealing magic damage. This damage is converted to true damage and increased by 50% if Nunu and Willump's current health exceeds that of their target's.
  • An Ice Person: The two have ice powers, and while violence is ultimately required to win, the two try and soften the blow by primarily using various snowballs.
  • Armor-Piercing Attack: Consume does a hefty chunk of true damage to minions and monsters, making Nunu and Willump exceptional at taking jungle objectives in tandem with Smite.
  • Art Evolution: Nunu received a massive graphical overhaul from a full visual gameplay update in 2018. Nunu was one of the first champions in the game, but was relatively untouched in the interim aside from a few texture and splash art updates; comparing the before and after of his VGU is quite a sight to behold.
    • The same treatment also applies to his many skins, including the Legendary "Nunu and Willump Bot" skin. Also of note is "Grungy Nunu": prior to the VGU, it was a minor tweak that primarily gave Nunu and Willump the colors of Oscar the Grouch and Cookie Monster, but this would be completely replaced with a much more distinctive "plush toy" aesthetic.
  • Ascended Meme:
    • Near the end of Nunu's Champion Spotlight is a Shout-Out to an old "WHY, NUNU, WHY!" meme.
    • Nunu and Willump Bot references popular memes by the boatload:
      • Their dance animation (in which they summon a blue disco ball and lights) is a reference to the infamous "Disco Nunu" troll build (simply dancing in midlane while using Clarity and the now-removed Clairvoyance as a lightshow). W.I.L.L.U.M.P.'s repeated proposed strategies of "towerdive" and "Rolling it down mid" is also likely a reference to this.
      • Meeting Tryndamere might prompt Willump to say "Love me some Tryndamere", referencing the "real" Tryndamere's infamous "Love me some Regi" snafu in 2016.
      • "Another Ryze rework in 3... 2... 1..."
      • "Watch out! He has sword-boots!", as well as "Master Yi. You kill things fast, and are honorable."
      • "I need 6 more RP for Star Guardian Urgot."
      • "Can't killean the Zilean."
      • "Welcome to the Destroyed Monster Club, appreciate it a lot," a reference to a similar Catchphrase by popular League of Legends streamer/former NALCS player Imaqtpie.
      • "Jungling is so easy," referencing this moment by NALCS player Aphromoo.
  • Berserk Button: To Willump, the Frostguard, or at least the Frostguard soldiers that were sent out to hunt for him. In their joke animation, Nunu forms a snowman of one to start a joke, but Willump crushes it before he can finish any of them.
  • Big Eater: Willump has a mean appetite, and will freely go after raptors, poisonous frogs, Eggnivia, rock monsters, and whatever Zac is made of. The reason he can eat so much and from odd sources is because he specifically consumes magical energy, ironically meaning he isn't interested in human foods as they provide none.
  • Bigfoot, Sasquatch and Yeti: Willump is a yeti, and a very unusual-looking one at that, with multiple arms and antlers. They also have a Sasquatch Nunu skin that fulfills the namesake.
  • A Boy and His X: Nunu is a normal boy from the Freljord who became best friends with Willump, the last magical yeti in the land, with said friendship being one of their most defining traits in the entire game. It's even there in their collective title: "The Boy and His Yeti". Alternate skins change this, with Nunu and Willump Bot explicitly saying they're "A boy and his robot".
  • Bilingual Bonus: When Nunu and Willump Bot repeatedly dies, W.I.L.L.U.M.P. may read off a set pattern of 0's and 1's before passing. They all spell "noob".
  • Breaking the Fourth Wall:
    • His TPA skin has him acknowledge the original team his skin is based off of, and even namedrops a few players.
      TPA Nunu: (killing an enemy) Big MiSTakE! (Willump grunts) Get it? That's a player's name! (Willump noises)
    • Nunu and Willump Bot directly refers to Tryndamere in one interaction as "Marc".
    • Also in the Nunu and Willump Bot skin, Willump has this gem while attacking Baron Nashor:
      W.I.L.L.U.M.P: I will punch this Baron through the fourth wall, to say 'Hello' to players.
    • One of Nunu and Willump Bot's "first move" lines has Nunu claim he's hacked into "Riot Corps systems" and found AI code for one of their old games... that being League of Legends. W.I.L.L.U.M.P then promptly glitches out.
  • Brick Joke: Nunu makes a few references to interactions previously made by Ivern: He also calls the Gromp "Lord Grompulus, Kevin Ribbiton of Croaksworth," and he also suspects that the Kumungu affair he and the Brambleback were in might've actually been Ivern's fault after all.
  • Clap Your Hands If You Believe: The last magic yeti artifact is a gem that can affect perception based on a user's imagination. Willump's current physical appearance is directly attributed to Nunu seeing Willump as a friendly giant, while previous hunters that sought the gem with only malice in their hearts saw him as a violent monster.
  • Cheerful Child: Nunu is a very optimistic child, one whose desire to become a hero to the Frostguard tribe led him to journey himself to slay the yeti beast... and instead befriending it.
  • Cloudcuckoolander: Granted, he is a child with an overactive imagination, but some of Nunu's lines can get pretty out-there.
    Nunu: We gotta stop the raptors before they become Evil Raptosaurs and try and eat the sun! (Willump grunts) What? It could happen.
  • Darker and Edgier: Demolisher Nunu is this to an extent. Their dark, armored design is certainly imposing, but they can only really be as edgy as Nunu is capable of being, and even with the skin's unique voice lines where he tries to speak with a growlier voice, it's not much.
    Nunu: We're gonna demolisherize you! (Willump grunts) Uh, maulerate? (Willump grunts) Marfigure? (Willump grunts) Grr, the point is, you're not gonna find it very pleasant!
  • Death-or-Glory Attack: If built as as AP-based Glass Cannon, Biggest Snowball Ever! becomes this. Landing a full-sized snowball will open up Nunu and Willump's foes to a world of hurt. But missing leaves them stuck in the middle of the enemy line with no escape tools and little defense to weather incoming attacks with.
  • The Dividual:
    • Nunu and Willump are two very distinct characters, but in-game, they effectively function as a single playable champion.
    • Prior to their VGU, the two were still a pair, but this trope was Downplayed in strange ways. Despite the pair being collectively just simplified to "Nunu," many fans noticed that it's only Willump doing any actual in-game work, with Nunu himself basically only existing to ride him and speak. Following the VGU, the two have been given distinct, active roles (you primarily play as Willump, and Nunu has a part in Snowball Barrage and seems to contribute to Absolute Zero), and the two are now collectively referred to as "Nunu & Willump".
  • Dynamic Entry: Biggest Snowball Ever! lets Nunu and Willump charge into the fight with a giant snowball in tow to damage and knockup enemy champions in their path.
  • Early-Bird Cameo: Neither Nunu nor Willump themselves, but Nunu's mother is all but confirmed to have been the singer of Ornn's teaser video, "The Path to Hearth-Home".
    Nunu: (when first encountering Ornn) Ornn! My mom used to sing your song as the ashes died in the fire... it still makes me feel warm.
  • Foil: To Annie. Both are innocent, orphaned children with a large furry companion, but Nunu is the ice to Annie's fire, loved as opposed to rejected, and possesses creative imagination as opposed to destructive anger.
  • Fun with Acronyms:
    • With Nunu and Willump Bot, the robotic W.I.L.L.U.M.P's full name is "Workframe-Integrated Lossless Lifeform, Uploaded Mainly for Punching."
    • One of Nunu and Willump Bot's "first move" lines is:
      Nunu: GLHF!
      W.I.L.L.U.M.P: That means "Good Luck, Human Fleshbags."
  • Girls Have Cooties: One gets the impression he thinks this in one of his general lines, even if this is a little contradicted by him encountering Annie:
    Nunu: We'll always win, cause we have something to fight for! (Willump grunts and laughs) Not princesses! Gross!
  • Intelligible Unintelligible: Willump primarily speaks in animalistic grunting noises, but Nunu can understand him perfectly fine. According to a dev post, every sound corresponds to a word, allowing his actor to make the proper inflections during their conversations à la Groot.
  • Instrument of Murder: Nunu imagines and likes to insist that his flute is actually a sword called Svellsongur, but it really is just a flute. His mother's songs that he plays on it, however, are implied to be much more significant.
  • Kid Hero: Doesn't look any older than a preteen, but when paired up with Willump, the two make a very formidable duo.
    Nunu: Ugh, old people always doom the world, so it's up to kids to save it!
  • Last of His Kind: Yetis were formerly a grand race that ruled the Freljord in ancient times, but following a cataclysm of ice, their magic power was stripped away and they descended into savagery, with Willump being described as "the last magical yeti."
  • Machine Monotone: Willump in the Nunu and Willump Bot skin speaks with a completely flat text-to-speech program, which makes its many humorous lines even more hilarious.
  • Magic Music: Layka's songs, created from tales gathered as their tribe wandered the Freljord, seem to be more important than Nunu is led on to believe. Lissandra is particularly interested in one of his mother's songs, which is implied to have some ancient connection to the yetis. In-game, flute chimes play when Call of the Freljord is triggered.
  • Mass Monster Slaughter Sidequest: A rare in-universe example; when attacking the raptors, Nunu will occasionally remark that an old man in a cave asked them to kill exactly ten of them.
  • Missing Mom: Nunu and his mother, Layka, were separated after their caravan was attacked by raiders, with Nunu taken to safety by the Frostguard without her. Nunu and Willump have now been searching for her since.
  • Mr. Imagination: Nunu has a very active imagination, and thanks to the magic gem that Willump was originally guarding that's powered by imagination, they can actually weaponize it. It's also what gives Willump his friendly appearance, and it's implied that this is the in-universe reasoning behind their alternate skins.
    Nunu: Oh, what if we were armored? Or we were elves? Or zombies?! No, wait! Robots! That's what people wantinvoked.
  • Multi-Armed and Dangerous: Unlike his pre-VGU design, Willump has four arms. Riot has stated that this helped solidify his Gentle Giant design, with his soft fur and extra arms making him "the best hugger in Runeterra."
  • Mythology Gag:
    • While fighting the raptor camp, Nunu occasionally claims that their nest was stolen from wraiths, referencing how prior to the Summoner Rift's 2014 visual overhaul, wraiths occupied the space now taken up by raptors.
    • In a similar vein, while fighting the Blue Sentinel, Nunu might also ask it "What happened to the sentries, blue guy?"
    • Their champion spotlight describes their Call of the Freljord passive as getting "Willump and a nearby ally's blood boiling, increasing their attack and movement speed for a few seconds." This is a nod to its predecessor ability with pre-VGU Nunu, Blood Boil, which did much of the same thing (additionally granting ability power).
  • Nice Guy: Nunu is so nice that he just feels lonely after a pentakill.
  • Not the Intended Use: While primarily intended to be a tank with damage that falls off significantly by late game, the duo's AP ratios are solid enough that building them with a full mage build can be Crazy Enough to Work. They can't stay in the fray as long and become exponentially more reliant on their long cooldowns, but they get to layer potentially monolithic damage to their snowball and ultimate on top of their usual crowd control, and it's entirely possible to make a single Consume to restore over half of their healthbar in one go.
  • Oh, Crap!: Nunu goes into fighting most jungle camps with confidence, even dragons, but he gets audibly nervous and has to psych himself up to take on the Rift Herald and Baron Nashor.
  • Our Werewolves Are Different: Neither Nunu or Willump are this, but Nunu thinks this is what the Murk Wolves on Summoner's Rift are.
    Nunu: Don't let them bite you, Willump! Then you'll turn into a were-yeti! (beat) Wait, that would be awesome!
  • Please Wake Up: During their "death" animation, Nunu is simply knocked off as Willump bites the dust, but then he scrambles and pleads for Willump to get back up. It's pretty distressing, which was amusingly one of Riot's unofficial intentions while designing it.
  • The Power of Friendship: Extremely prevalent with the duo. It's Nunu's kindness and heart that led Willump to entrust him with the magical gem he was guarding, and the two have been inseparable since.
  • Puppy Love: Nunu recoils and says that Annie is "too pretty" when he encounters her with the Nunu and Willump Bot skin.
  • Rhymes on a Dime: Nunu's "long move" lines have him read off a story of adventure framed in a few couplets.
  • Robot Me: Nunu and Willump Bot replaces Willump with a vocal and incredibly sassy robot counterpart called W.I.L.L.U.M.P., who can also transform into a go-kart while "dashing."
  • Self-Destruct Mechanism: Willump Bot's version of Absolute Zero is framed like this, complete with an ominous countdown clock on W.I.L.L.U.M.P's screen (at least to your allies).
  • Ship Tease: A very brief one with Nunu and Willump Bot: first approaching Annie might prompt Nunu to yelp out "Too pretty!"
  • Skill Gate Character: Nunu and Willump aren't especially complex mechnically aside from the movement controls of Biggest Snowball Ever!. But their short range, kitable nature, and mediocre damage output (unless built for AP) means that they can be easily punished for reckless gameplay. Their effectiveness in higher-level play comes from good game sense, abuse of Consume for maximum jungle objective control, and working with teammates to lockdown foes and secure kills.
  • Signature Move: Consume and Absolute Zero have always been core abilities of Nunu's kit, so much so that his VGU was made specifically around these two abilities in mind, preserving almost all of their original function with only minor behavioural tweaks.
  • Smiting Evil Feels Good: Subverted. While Good Feels Good, Nunu still isn't really pleased with having to hurt others to do so.
    Nunu: Hurting people isn't fun, Willump. Is that why it's so hard to be a hero?
  • Snowball Fight: How the two met and became friends with each other. In-game, both Nunu and Willump have their own takes on using snowballs in combat, with Nunu throwing smaller volleys by hand, and Willump rolling up an increasingly giant one to bowl into enemies.
  • Stone Wall: If built as a frontline tank, Nunu and Willump's mid to late-game damage output is pretty mediocre at best. But the Biggest Snowball Ever! is a powerful engagement tool and he can restrict enemy movement with Snowball Barrage and Absolute Zero. They can also stay in the fight for surprising amounts of time thanks to the healing they get from Consume, allowing them to spend even more time hindering their foes.
  • Suddenly Voiced: Willump primarily speaks in bestial grunting noises, but in the Nunu and Willump Bot skin, he has dialogue of his own, but only through a completely monotone text-to-speech program.
  • Swallowed Whole: Consume normally has Willump chomp forward, but if it's done on a minion or other small monster with low-enough health, the ability plays an alternate animation where the unit simply pops into Willump's mouth for an instant kill.
  • Swords Set To Stun: Nunu and Willump apparently go out of their way to avoid using lethal force, even though the enemy champions still go through their death animations.
    Nunu: We didn't want to hurt you, that's why we used snow!
  • Token Good Teammate: Nunu became one of Frostguard tribe, one under the control of Lissandra and is the most "evil" in the Freljordian three-way civil war between The Avarosa and the Winter's Claw (the only other Frostguard champion being the territorial, brutish Trundle). He was originally part of a separate nomadic tribe called the Notai before he was taken in, and he has no interest in (and likely even knowledge of) Lissandra's less savory traits and history, instead just wanting to have an adventure with his new friend, Willump.
  • True Companions: Just going by the in-game voice lines, it's very apparent that Nunu and Willump's friendship is likely the strongest in the entire game's universe.
    Nunu: You know what would be fun, Willump? Everything! If you're there with me! (excited Willump noises)
  • The Unpronounceable: One brief line implies Nunu knows Willump's real name, but nobody can pronounce it. Then again, Willump can't pronounce Nunu's name either, so it's fair game.
  • Walking the Earth: After buddying up, the two have been roaming the Freljordian plains to have an adventure together, with the two wildly snowballing from one place to the next.
  • X Called; They Want Their Y Back: Willump Bot has a shortened form of this when approached by a champion with a Mecha skin:
    W.I.L.L.U.M.P: There is an action movie somewhere that wants its mech designs back.

    Olaf, the Berserker
"Leave nothing behind!"

Voiced by: Unknown (English/Normal), Riot Lomar (English/Brolaf), Vicente Gil (European Spanish), Paco Vaquero (European Spanish/Brolaf), Jesse Conde (Mexican Spanish), Masafumi Kimura (Japanese), Jeong-Min Shin (Korean)

"When you meet your ancestors, tell them Olaf sent you."

An unstoppable force of destruction, the axe-wielding Olaf wants nothing but to die in glorious combat. Hailing from the brutal Freljordian peninsula of Lokfar, he once received a prophecy foretelling his peaceful passing—a coward's fate, and a great insult among his people. Seeking death, and fueled by rage, he rampaged across the land, slaughtering scores of great warriors and legendary beasts in search of any opponent who could stop him. Now a brutal enforcer for the Winter's Claw, he seeks his end in the great wars to come.

Olaf is a Diver champion who is built to recklessly attack without any sense of self-preservation, hacking and slashing his way through foes and getting stronger the closer to death he is.

  • His passive, Berserker Rage, grants Olaf increased attack speed for every percent of health he is missing.
  • With his first ability, Undertow, Olaf throws one of his axes in a target direction, damaging and slowing enemies it passes through. The axe is then left lodged in the ground or terrain at the end of its path for a few seconds, during which Olaf can pick it up to greatly reduce the cooldown of the ability.
  • His second ability, Vicious Strikes, makes Olaf enter a battle frenzy for a few seconds, granting him bonus attack speed and lifesteal, which heals him by a percentage of the damage dealt by his basic attacks, and also increasing healing on Olaf from all sources based on his missing health.
  • With his third ability, Reckless Swing, Olaf strikes a nearby enemy with a double-edged blow, dealing true damage to the target, and a portion of that damage to himself; if the attack kills its target, Olaf will regain the health lost this way. Olaf's basic attacks reduce the cooldown of the ability.
  • His ultimate ability, Ragnarok, passively increases Olaf's armor and magic resistance. When activated, Olaf removes all crowd-control effects from himself, and for a few seconds becomes immune to crowd-control effects and gains a large attack damage bonus, as well as increased movement speed when moving towards a visible enemy champion, at the cost of losing the passive defensive bonus while the effect is active.

Olaf's alternate skins include Forsaken Olaf, Glacial Olaf, Brolaf, Pentakill Olaf, Marauder Olaf, Butcher Olaf, SKT T1 Olaf and Dragonslayer Olaf.

In season 2 of Teamfight Tactics, Olaf uses his Glacial Olaf skin and is a Tier 4 Glacial Berserker. His special ability is Ragnarok, giving him a huge boost to his attack speed and lifesteal and making him immune to CC for the rest of the round. He was removed in season 3.
  • Armor-Piercing Attack: Everyone has options for it, but he's pretty much the biggest utilizer of it in the game. His Reckless Swing ability does true damage, which is so armor-piercing it deals full damage regardless of enemy defenses, unless they have something that makes them invincible.
  • Ascended Meme: Brolaf, now a skin! Includes a reference to Garen's favorite battle cry. Bromacia!
  • Attack! Attack! Attack!: Due to his passive and buffing ability, the best tactic for surviving a fight with Olaf is to make sure he dies first or ignore him entirely. Going somewhere in between will probably allow him to slaughter you all at some point in the fight. This quality of his is even more potent early on in the game, specifically during the laning phase: against a careless opponent, or one who underestimates him, it's entirely possible for a skilled Olaf to secure first blood within minutes (if not less than that) of arriving in lane. Bonus points if the Olaf in question is packing Ignite.
  • Axe Before Entering: His axe-throw usually hits you way before he appears on-screen.
  • An Axe to Grind: Two of them!
  • Badass Beard: You're damn right it is.
  • Barbarian Longhair: His hair is even longer than his impressive beard.
  • The Berserker: It's his title.
  • The Blade Always Lands Pointy End In: His axe when thrown, which being an axe probably makes more sense.
  • Blessed with Suck: He's damn good at fighting, but it frustrates him that he keeps slaying whatever he throws himself at so he has to wait for his glorious death in combat.
  • Blood Knight: He's only truly alive when he's in the primal state of sheer, unadulterated violence.
  • Cast From Hit Points: His Reckless Swing ability deals true damage to the target, and a portion of it back to Olaf. Considering his passive ability, this can be a good thing.
  • Close-Range Combatant: His Undertow throws an axe with some range, but make no mistake, that ability is there to slow enemies and keep them within maiming distance of Olaf as long as possible. This is not unlike many a melee carry.
  • Death of a Thousand Cuts: To pertain to the direct above, despite how people tend to build Olaf casually, his passive and overall kit encourage more auto-attack DPS than just simple raw damage, since he's a very good duelist if fed that's almost difficult to shake off in terms of attack pacing.
  • Death Seeker: Olaf's only desire is to die in battle, but he's so good at fighting that he just can't seem to find anything capable of killing him. This is Olaf's reason to be in Shadow and Fortune. On hearing that there's some event involving some deadly, ghastly creatures down there in Bilgewater, Olaf pretty much took a temporary leave from Freljord and sailed all the way to Bilgewater for a chance to get killed in combat by the Shadow Isles' creatures. He fails. Again.
  • Defeat Equals Friendship: In the middle of fighting Sejuani to an epic stalemate, she offered to let him join the Winter's Claw for his unmatched strength and he accepted.
  • Difficult, but Awesome: While otherwise fairly straightforward to play, Olaf's passive encourages you to flirt with death as long as possible in fights- turning and running when it would be sane to do so for most champions wastes a lot of its potential. Activating his ultimate as late as possible while combined with Vicious Strikes will make Olaf hit like a train that can't be encumbered from hitting more and gets healed from all of its hitting. Naturally, activating it too early or too late will be much less glorious.
  • Drop the Hammer: His Pentakill skin replaces his axes with maces that he uses as drumsticks.
  • Dual Wielding: He holds two axes.
  • Evil Counterpart: To Tryndamere, although the 'evilness' is based on the one Olaf supported (he supports the ruthless Sejuani, while Tryndamere supports the benevolent Ashe) rather than his own personality. They're both the right-hand men of their respective leaders in Freljord, and also Blood Knight manly close-combat warriors sporting Cool Helmet most dangerous when they're near death. Whereas Tryndamere's rage makes him impossible to kill, forcing his enemies to dedicate great deals of crowd control to hold him down until it wears off, Olaf's rage makes him impossible to affect with any form of crowd control, forcing his enemies to dedicate a great deal of damage to put him down through his durability while he rampages unimpeded.
  • Foe-Tossing Charge: He spotted Sejuani and her warband and decided he would fight her to finally get his warrior's death. Sejuani was amused, so she sent her warband after him to dispose of him — what happened next was Olaf effortlessly carving a path through anyone between him and Sejuani.
  • Fratbro: The Brolaf skin turns him into an immature dude who likes hot babes and chugging beer.
  • Heavy Metal: His Pentakill skin reflects him as the drummer in the Pentakill band.
  • Horny Vikings: With the obligatory horned helmet.
  • I Can Still Fight!: Normally, players are below half their maximum health would retreat to heal up. When Olaf's below half health, he's just getting started.
  • Implacable Man: His ultimate works well to making him this, making him immune to crowd-control effects. Even when it's not triggered, he gains a bonus to armor and resistance.
  • The Juggernaut: Slow as hell, but designed to plow right through your defenses and massacre everyone he comes across. His ultimate brings it up a few notches. Funnily enough, Olaf has one of the highest base movement speeds in the game, so he's not that slow. His lack of a true gap-closer, however, makes him more easily kited than those who have them, since he has to land his axes properly to keep chasing.
  • Kung-Fu Sonic Boom: His battle with Sejuani rocked the glaciers with its force.
  • Magikarp Power: At lower levels, the vast majority of ranged champions easily handle him on a one-vs-one basis, and his jungling is fairly risky since utilizing his potential to the fullest requires him to be constantly low on health and easily killed by an enemy champion plundering in on him. In a teamfight late-game with Olaf's build complete and his allies with him to stop the enemy from simply backing away, Olaf is a Mighty Glacier with very few drawbacks of the "glacier" aspect being apparent.
  • Mighty Glacier: A melee-fighter whose damage tends to devastate whoever he hits, will do even more damage as he loses health... but he also has absolutely no innate mobility tools in his kit and completely relies on Undertow's slow to get to and from enemies.
  • Not Afraid to Die: He believes that fear of death is for cowards and lesser men. Gameplay-wise it can be advantageous to adopt this attitude (up to a limit) to unexpectedly keep fighting and kill people who were expecting him to run away like would be sane for most champions.
  • No-Sell: If an enemy Olaf is chasing you down with Ragnarok active, don't bother trying to snare him or slow him down, just run.
  • Odd Friendship: Is the drummer of the Pentakill band, with Mordekaiser, Sona, Karthus, Yorick, and Kayle. Additionally, after the events of 'Shadow and Fortune', he lists Miss Fortune and Lucian as his allies.
  • One-Man Army: He could probably take on Sejuani's whole tribe if he didn't have to fight her.
  • Plunder: His original motivation in his older lore (when he was an outsider to Valoran instead of a native).
  • Proud Warrior Race Guy: A viking warrior of Lokfar.
  • Rated M for Manly: He is an enormous viking that dual-wields axes who just gets pissed off by your feeble attempts to kill him, as you will hear.
  • Schmuck Bait: A competent Olaf knows that players have a tendency to pursue anything with low health, letting him bait them into a fight before gutting them with his passive. Also, go ahead and try to steal jungle farm from the enemy Olaf, he's at low health, what's the worst that could happen?
  • Screaming Warrior: When he activates his buffing abilities. This is a good sign to his enemies to watch out.
  • Self-Harm: Reckless Swing is so reckless he hurts himself in the process. Given how Olaf works, in general, this is not necessarily a bad thing.
  • Shock and Awe: Mildly; his Reckless Swing ability hits the target with a lightning bolt. His axes also gain a lightning aura-y effect when Vicious Strikes is up.
  • Silliness Switch: If one equips the Brolaf skin on him, he goes from vicious, rage-filled Death Seeker viking to a loutish, immature boor that's basically a stereotypical fratboy wearing sandals, a beer-drinking helmet, and equips cardboard cutout axes from beer boxes.
  • Springtime for Hitler: The most desirable death for a Lokfar viking is to fall in glorious combat. The trouble is, Olaf can't seem to find his glorious death because he just keeps slaying whatever he throws himself at (man and beast alike), so he's frustrated how he's continually failing at failing.
  • Stone Wall: How most professional players build him; due to his powerful DPS and his true damage Reckless Swing, as well as his overall lack of gap closers, most higher elo players find it better to build Olaf as a pure tank thanks to his ultimate's passive in order to disrupt enemy teams while his teammates can find a better focus, as well as being able to live longer overall. This can be said that it's usually more safe for him to build this way in the jungle; not only can Olaf get more farm efficiently from monsters with items specifically meant to tailor against them, but he can also mostly avoid most situations that involves frequently confronting enemy champions and thus be prompted to always have a form of offensive sustain (via life steal items), which often would apply more to Olaf when played in lane.
  • Taking You with Me: Likely his best option is to turn around and try this if he's at low health and cornered without an escape. Because he gets stronger at lower health, he might even survive if it's only one opponent.
  • Turns Red: Right about at half HP he gets significantly more dangerous. As of 2013, even players that are unaware of this mechanic will know to run when he ''literally'' turns red in-game.
  • Unstoppable Force Meets Immovable Object: The Unstoppable Force to Sejuani's Immovable Object — in case you're wondering what happens when the two clash, it's forceful enough to rock the entire glacier region they're in.
  • Unstoppable Rage: Get him to half health and watch him pop his ultimate. If he's not on your side, you best start running.
  • Viewers Are Geniuses: The eastern character on the icon for Ragnarok means "power" in Chinese ("li") and Japanese ("chikara").
  • Violation of Common Sense: If you see someone with less than half health running toward a full-health enemy looking for a fight, there are three possible explanations. 1) They are performing a Heroic Sacrifice or acting as bait 2) They are not very good at this game 3) They are playing Olaf correctly.
  • Who's Laughing Now?: Most Olaf players will let you get them to at least half health before they chop you to pieces.
  • Your Mom: Twice from the Brolaf skin, the first as a joke and second as (lame) last words:

    Orianna, the Lady of Clockwork
"We will kill your enemies. That will be fun."

Voiced by: Heather Pennington (English), María Blanco (European Spanish), Adriana Nuñez (Mexican Spanish), Eri Yasui (Japanese), Min-Jeong Kim (Korean)

"When a moth emerges from its chrysalis, does it remember its life as a caterpillar?"

Once a curious girl of flesh and blood, Orianna is now a technological marvel comprised entirely of clockwork. She became gravely ill after an accident in the lower districts of Zaun, and her failing body had to be replaced with exquisite artifice, piece by piece. Accompanied by an extraordinary brass sphere she built for companionship and protection, Orianna is now free to explore the wonders of Piltover, and beyond.

Orianna is a Burst Mage champion who commands her floating hextech companion, The Ball, as a focus for her abilities, deploying it to control key areas, support allies and harrass enemies. The Ball is by default attached to Orianna, and will automatically blink back to her if she moves too far away from it.

  • Her passive, Clockwork Windup, causes Orianna's basic attacks to deal bonus magic damage, which increases for each consecutive attack on the same enemy, stacking up to two times and losing all stacks if she switches targets.
  • Her first ability, Command: Attack, sends The Ball flying to a target location, dealing damage to enemies it passes through that is reduced for each enemy it hits beyond the first.
  • Her second ability, Command: Dissonance, emits an electric pulse from The Ball, damaging nearby enemies and leaving behind an electric field for a few seconds that slows enemies and speeds up allies inside.
  • Her third ability, Command: Protect, passively increases the armor and magic resistance of the allied champion that The Ball is attached to. When activated, Orianna commands The Ball to dash to an allied champion, dealing damage to enemies in its path and attaching itself to them, granting them a shield.
  • Her ultimate ability, Command: Shockwave, releases a powerful shockwave from The Ball after a short delay, damaging surrounding enemies and flinging them into the air towards The Ball.

Orianna's alternate skins include Gothic Orianna, Sewn Chaos Orianna, Bladecraft Orianna, TPA Orianna, Winter Wonder Orianna, Heartseeker Orianna Dark Star Orianna, Victorious Orianna and Pool Party Orianna.
  • Abnormal Limb Rotation Range: All of Orianna's joints swivel freely, allowing her to do such things as easily wind her own key while still keeping her eyes directly on someone. She thinks nothing of it, but others find it disturbing.
  • The Artifact: Almost all of Orianna's more extreme creepy aspects are pretty much obsolete after her lore was revised to change her from a Replacement Goldfish created by the original Orianna Reveck's mad father to the actual Orianna Reveck transformed into a clockwork girl. Even taking Cybernetics Eat Your Soul into account, her creepier lines just don't fit her character any more.
  • Attack Drone: The Ball is regularly launched at enemies.
  • Bond Creatures: The Ball protects Orianna and obeys her commands.
  • Chronic Hero Syndrome: A combination of this trope and a heightened desire to explore the world is what sends her to Zaun, attempting to help civilians affected by a toxic gas explosion by supplying them with self-crafted respirators. Her giving her own respirator to one last dying child is what ultimately what does her in.
  • Clockwork Creature: A dancing/fighting formerly-human-daughter.
  • Companion Cube: Her ball, and to a lesser extent herself.
  • Creepy Doll: Sewn Chaos Orianna.
  • Cybernetics Eat Your Soul: As Orianna gradually became more and more mechanized, her personality started to change, retaining her memories, but becoming distant from her former self. This culminates in her sacrificing her heart, her last organic component, in order to save her father's life, consequently removing the last traces of humanity in her. That being said, they might not have devoured her humanity entirely. Her new lore explicitly states that she still loves her father even after giving up her heart and the last part of her humanity, and it's implied that she felt disappointment upon discovering that Fieram was just a mindless automaton and not an independently thinking being like her.
  • Damage Discrimination: Command: Dissonance either speeds up allies that walk over the area of effect or slows down and damages enemies that do the same.
  • Dance Battler: Not in a typical sense though. Orianna does the dancing while the Ball does the fighting.
  • Death of a Thousand Cuts: Getting hit by the Ball once or twice isn't highly worrying early on but a competent Orianna will make sure that it happens over and over again, slowly but surely wearing down an opponent's health as she farms comfortably from a distance. If she gets seriously fed, though, one or two slices suddenly becomes a problem for her squishier opponents.
  • Difficult, but Awesome: While Orianna's basics are easy to grasp, maximizing her effectiveness to the extent that she becomes the Jack-of-All-Trades of high-level mages requires a large amount of diligence and care. This is largely due to the fact The Ball makes a tremendous bulk of her power and her utility (except for her Clockwork Windup passive, which is not to be ignored as games go on), meaning that players need to manage the positioning and focus of effectively two units at once, not helped by how fragile Orianna can be. The tradeoff is her immense versatility, packing high mid-late game damage for poke, burst, and waveclear, a powerful AoE ult for both initiation and disengaging, shielding, and movement speed buffs/debuffs, all of which are tremendously useful.
  • Do Androids Dream?: Despite now being entirely a clockwork machine, she was once human, so she comprehends emotions/humanity, and is still implied to have some left remaining in her. In her short side-story, "Fieram," she's really not happy when she discovers that another clockwork automaton like her, who she believes to personally bond with, is just a mindless carnival attraction.
  • Emergency Transformation / We Can Rebuild Him: It wasn't an instant process, but after her body succumbed to Zaun's toxic air, her lungs were replaced with biomechanical filters powered by a windup crank. Then after a few months, the rest of her organs started failing.
  • Expy: The mechanical distortion in her voice makes her sound like a character from Portal; either GLaDOS or the Turrets. The characteristic of her skills emanating from the Ball was supposedly inspired by Youmu Konpaku. Her Bladecraft skin resembles R. Dorothy Wayneright from The Big O.
  • Eyeless Face: Her Sewn Chaos Orianna skin has X's sewn over the eyes.
  • Gradual Grinder: Orianna doesn't obliterate most of her target's health bar in a few seconds like many mages do later in the game, she deals takes chunks out of it over several ball movements (though her ultimate provides some fast burst). Averted if she gets sufficiently ahead and manages to land the ball onto a squishy; one Q>W combo can pop off half of their HP, while one Q>W>R combo can basically annihilate them in the blink of an eye.
  • Improbable Weapon User: She wields a hovering ball of magic and technology.
  • Implied Death Threat:
  • Jack-of-All-Stats: A strange trope to apply to such a Difficult, but Awesome champion with such unique mechanics, but in professional play Orianna is considered the quintessential midlane mage, a sort of default that all mid players have to at least have basic competency on because she can fit into almost any team composition. She can provide poke, burst, wave clear, a powerful shield and her ult is devastatingly effective for both engaging and disengaging teamfights, making her arguably the single most versatile champion played in the mid lane position.
  • Mad Scientist's Beautiful Daughter: While Corin isn't "mad," per se, he is a renowned, creative, but reclusive hextech craftsman who thought to replace Orianna's body parts with clockwork replicas in order to save her life. Orianna picked up his skills as well, gradually being able to maintain her own mechanical body and having created The Ball herself in order to protect both of them from burglars.
  • Magikarp Power: Her autoattack passive is mostly ineffectual early game, but its bonus damage increases sixfold from levelling up (on top of the actual autoattack damage itself), and it also scales with the help Ability Power items. Her Command: Attack ability also evolves in potency over the course of the game from "Well that's annoying" damage to "Ow, my FACE!" damage.
  • Not the Intended Use: Building Orianna as AD or building attack speed item to trigger her passive with her basic attacks. Really dangerous for Orianna due to her short basic attack range (not to mention, her spells have longer range than her basic attack), but has some very unique quirks to the build.
  • Obliviously Evil: She isn't particularly evil, but she doesn't seem to be able to understand mortality in the same way that when she was human.
    Why do they keep breaking?
  • Replacement Goldfish: In her old lore before the retcon, the playable Orianna was actually a replacement clockwork killing machine invented by Corin Reveck after the devastating loss of her original daughter, who died trying to make it into the League of Legends.
  • Retcon: As originally conceived, the playable Orianna was actually a Replacement Goldfish of a human Orianna who tragically died trying to make it into the League of Legends. With the League and the Institute of War being undone in a mass Continuity Reboot, the setup was significantly changed, namely making the human girl and the lady of clockwork one and the same.
  • Robot Buddy: The Ball.
  • Robot Girl: Made of magic and clockwork, and the Uncanny Valley.
  • Swiss Army Weapon: That is one useful ball.
  • Uncanny Valley: In-universe, people find her empty imitation of life to be very unnerving. During her League Judgment, she casually performs blatantly inhuman actions, such as keeping her head locked on to the summoner speaking to her while her body contorts in physically impossible positions to wind her key. The observation noted that, while she is far more human looking than Blitzcrank (who's basically a big lumpy man-shaped robot), she looks far less alive. Her delighted squeal of glee on being accepted as a champion is described as "horrifying".
  • Was Once a Man: Post lore-retcon, Orianna the young aspiring dancer and the clockwork creature are one and the same, having gradually phased out her human body parts for clockwork replacements in order to save her life.
  • Walking the Earth: Growing up with dancer's tales in the theaters about distant lands of magic and wonder gave her inspiration to explore the world from a young age. By the time she's become a lifeless clockwork creature and leaves her father after saving his life, she gets a chance.

    Ornn, the Fire Below the Mountain
"Fine. We go."

Voiced by: Unknown (English), Héctor Checa (European Spanish), Enrique Cervantes (Mexican Spanish), Tsuyoshi Kurosawa (Japanese), Boekk-Hyeong Han (Korean)

"I have said enough."

Ornn is the Freljordian spirit of forging and craftsmanship. He works in the solitude of a massive smithy, hammered out from the lava caverns beneath the volcano Hearth-Home. There he stokes bubbling cauldrons of molten rock to purify ores and fashion items of unsurpassed quality. When other deities—especially Volibear—walk the earth and meddle in mortal affairs, Ornn arises to put these impetuous beings back in their place, either with his trusty hammer or the fiery power of the mountains themselves.

Ornn is a Vanguard champion who forges powerful items for himself and his allies and helps to lock down enemies by extending the duration of disabling effects on them.

  • His passive has several effects:
    • Living Forge increases the health, armor, and magic resistance Ornn gains from all sources, and allows him to, instead of having to return to base to shop, forge his own items out on the battlefield, as long as he's out of combat.
    • Master Craftsman allows Ornn to provide unique upgrades for his team's Mythic items. Upon reaching level thirteen, his Mythic item will be automatically upgraded, and for every level afterwards he can upgrade one item for his allies. In addition, every completed upgrade further increases the bonus stats from Living Forge.
    • Some of his abilities mark enemies as Brittle, a unique effect that increases the duration of the next crowd-control to affect them, and causes them to take bonus damage based on their max health upon being crowd-controlled. Additionally, Ornn's basic attacks against Brittle enemies will knock them back.
  • With his first ability, Volcanic Rupture, Ornn slams the ground with his hammer, sending out a volcanic fissure in a target direction that damages and briefly slows enemies it passes through. After a short delay, a small magma pillar erupts at the end of the fissure, functioning as impassable terrain for a few seconds.
  • His second ability, Bellows Breath, makes Ornn slowly walk in a target direction for a short duration, becoming immune to crowd-control effects and belching out flames that damage enemies in front of him based on their max health. Enemies hit by the final spout of flames will be briefly marked as Brittle.
  • With his third ability, Searing Charge, Ornn charges in a target direction, damaging enemies in his path and stopping upon hitting terrain, damaging and knocking-up nearby enemies and destroying player-made terrain.
  • His ultimate ability, Call of the Forge God, summons a massive lava ram at a target location that charges towards Ornn, damaging, slowing and marking enemies in its path as Brittle. Ornn can reactivate the ability to charge into the ram, redirecting it in the direction he hits it and making it also knock-up enemies in its path.

Ornn's alternate skins include Thunder Lord Ornn and Elderwood Ornn.

In season 2 of Teamfight Tactics, Ornn uses his Thunder Lord Ornn skin and is a Tier 1 Electric Warden. His special ability is Lightning Breath, which deals damage to enemies in a cone in front of him and temporarily increases their chance to be critically struck.
  • Attack of the 50-Foot Whatever: He summons a giant flaming ram to run his enemies through for his ultimate.
  • Arch-Enemy: Volibear. When he tried taking a piece of armor from Ornn, the two had an earth-shaking fight that resulted in the deaths of Ornn's followers. He's been out for Voli's head ever since.
  • Badass Baritone: As befitting a Freljordian demigod, Ornn speaks with a distinctively deep, rumbling baritone voice.
  • Badass Teacher: Which doubles as a heartwarming Mythology Gag:
    Ornn: "I taught Doran everything he knows."
  • Been There, Shaped History: Quite literally in some cases. According to legend, he shaped the landscape of the Freljord and later brought snow to it. He also built Braum's door-shield, Fizz's trident, and Yorick's spade, as well as the bridge that spans the Howling Abyss.
  • Blood Knight: While blacksmithing is Ornn's passion and he hates being away from his forge, he does enjoy a good brawl. Legend says he came into the world itching for a fight, and when trees and glaciers proved no challenge, he battled the very earth itself, allegedly shaping the landscape of the Freljord with his blows. After the land deemed him worthy of its secrets and revealed the strength of primordial fire, he took up smithing, which would define the rest of his life. Don't take that to mean that he's mellowed out, though.
    Fighting is my first language!
  • Breath Weapon: Bellows Breath has him breathe fire.
  • Cain and Abel: Ornn and Volibear were never friendly to begin with, but Ornn is more than willing to kill his brother now. When Ornn refused to smith weapons for Volibear's army, Volibear provoked a fight, the magnitude of which resulted in the inadvertent death of Ornn's followers.
    I cannot choose my brother. Only the weapons to slay my brother.
  • Catch and Return: He does this with his own ultimate. It charges towards him upon first being cast, upon which Ornn can then charge into it to send it back towards his enemies to knock them up en-masse.
  • Combos: If opponents are smart enough to stay away from walls and avoid Searing Charge's knock-up, Ornn can use Volcanic Rupture to create his own terrain. Applying Brittle first also rewards players with a good chunk of bonus damage and disable time.
  • The Comically Serious: Ornn has no sense of humor... which makes his comedic lines all the funnier.
  • Creation Myth: While myth admits that he did not create the world, he had a major hand in shaping the Freljord as we recognize it today. He shaped the current landscape, brought snow to the Grim Up North, and several of his creations went onto become legends of their own.
  • Deadpan Snarker: He has some wit about him. Especially when it involves his comments on the craftsmanship of items or even the structures on the Rift. He's also the first champ to have comments for being the only one alive in his team, which are also full of snark.
  • The Discovery of Fire: Volibear credits Ornn with gifting this to the humans of the Freljord. Knowing Ornn, he may not have even noticed until the Hearthbloods began to show him their attempts to emulate his forging skills.
  • Drop the Hammer: He wields two hammers in battle. A larger one for his abilities (and also doubles as his anvil), and a smaller one he uses to forge his items.
  • Exact Words: When a devious troll conned Ornn into building a door to protect his riches forever, he built one. The troll quickly discovered that no one could get past the door, including him, and accused Ornn of trickery. Ornn said that he did just as the troll asked and made a door no one could get past; the troll's treasure would be safe from thieves forever.
    "But I cannot get inside!" Grubgrack cried. "And I stole nothing from you!"
    "Time is more valuable than gold," Ornn said. "So you are a thief, and my work is as good as my word." Grubgrack tried for years to get back inside for his treasure, but the door never opened for him, and he could not even find the keyhole. With each attempt, the ram-headed door stared back at him, an eternal reminder of the time he cheated Ornn.
  • Fire, Ice, Lightning: He's fire, Anivia is ice, and Volibear is lightning.
  • Foe-Tossing Charge: Twofold. He can do it himself with Searing Charge, which knocks enemies up if he slams into terrain, and his ultimate summon will do much the same once Ornn sends it back forward.
  • Foil: To fellow divine being Aurelion Sol. Sol is a planet sized forger of the very stars in the sky. Ornn is a squat looking maker of items wielded by mortals. While Sol insults his mortal enemies and teammates in long soliloquies of sarcasm, Ornn is much more of a Terse Talker. Sol would much prefer to wipe everyone out and be on his way, while Ornn forges items to help his team. Ornn voluntarily assists mortals, while Sol is unwillingly bound to their service. Even their color schemes reflect this. With Sol's bright blues contrasted by Ornn's dark red and black.
  • Gameplay and Story Integration: He's perhaps the greatest blacksmith in the setting. The game allows you to forge nearly every item when playing him in the field and upgrade the items of his teammates.
  • Geo Effects: Volcanic Rupture creates a small pillar at the end of its cast range for a few seconds. He can then charge into it with Searing Charge to knock up everyone near it. Searing Charge can also destroy terrain created by other players, such as Trundle's pillar or Anivia's ice wall.
  • The Greatest Story Never Told: Ornn's stories have been largely forgotten by the Freljord, but if the few tales that remain of him are anything to go by, he's played an instrumental part to the modern Freljord.
  • Heavy Sleeper: He apparently slept through his house burning down. The fire raged for days, and he woke up atop a pile of ashes.
  • I Call It "Vera": Subverted. He says in one of his quotes that he doesn't name his weapons or tools, with one exception: the tool he forged from the star metal that the Three Sisters gave him to build the Howling Abyss Bridge. Since he used it to hammer, he named it Hammer. Hammer is his favorite creation.
  • Immune to Flinching: While using Bellows Breath, Ornn becomes mostly immune to crowd controlnote , allowing him to play defense while pushing a steady offense.
  • Irony: Prefers working alone, but needs a team to get the most out of his abilities.
  • Jerk with a Heart of Gold: Incredibly antisocial. He's pretty disdainful or indifferent toward everyone, preferring to be left alone to work, but he had a soft spot for the settlement of smiths who lived at the foot of his mountain long ago.
    Ornn never admitted that he admired the Hearthblood but, deep inside his chest, his volcanic heart churned with respect for the hardworking people. They did not kneel or offer him sacrificed flesh. They did not turn his words into scriptures and spread them across the land to people who did not want to hear them. Instead, they focused on their work in silence. They were imaginative, resourceful, and hardworking. These Hearthblood folks made Ornn smile, although nobody knew because they couldn’t see the smile underneath his beard.
  • "Just So" Story: The landscape of the Freljord? The fact that there's snow? The Howling Abyss? All him.
  • Laser-Guided Karma: Ornn was once very braggadocios about his forging skills (Ornn's idea of "bragging" being that he dared to appraise his own work with a single "good"). Karmanote  repaid this "bragging" by burning his house down as he least that's what Ornn thinks happened. In reality, it was a prank gone wrong by Anivia.
  • Lightning Bruiser: Ornn is armed with a dash, plenty of crowd control, and high innate durability. His main drawback is that his damage is mostly reliant on his allies.
  • Magikarp Power: Ornn is solid, but not particularly impressive at first, but gains a significant power spike when he reaches level 13 and upgrades two of his items. He can then improve the stats of his team one by one as he gives them upgraded items as well.
  • Magma Man: Among his powers are the ability to create lava-based structures and elementals, and he himself has a somewhat volcanic-inspired design.
  • Major Injury Underreaction: He wasn't hurt by it, but he had a underreaction to waking up to his house having burned down. He didn't even wake up during the fire, which lasted for days.
  • Mechanically Unusual Fighter: Changes the formula in a few ways. Not only does his passive and primarily gimmick defy the conventional rule that you can only buy items at base, he can also destroy player-created terrain instead of stopping on it or bypassing it, and extend the duration of his allies' crowd control.
  • Mundane Utility: His joke animation has him fry an egg on his red-hot yet rock solid hand.
  • Mythology: The Lost Tales of Ornn, which provide the majority of what we know about him, are framed as such.
  • Ninja Pirate Zombie Robot: He's a fiery demigod blacksmith that looks like a half-ram half-walrus with a beard. Oh, and he can breathe fire.
  • The Older Immortal: Folklore describes Ornn as the firstborn of the Freljord demigods, which include Anivia and Volibear.
  • Our Dwarves Are All the Same: Fits the trope in every way except appearance (see above). Gruff, practical, loves beer, lives underground, has a long Badass Beard, and is an unparalleled blacksmith.
  • Playing with Fire: Unlike most other Freljordians, who are usually ice specialists, Ornn prefers using fire to attack. In fact, his fire is so hot that, in one tale, he actually melts true ice.
  • Physical God: One of the mightiest beings on Runeterra and was inadvertently responsible for the shaping of Freljord's landscape, the imprisonment of the Watchers, and cataclysmic battles that turn mountain ranges into smoldering craters.
  • Rated M for Manly: A stoic, giant, flaming demigod that sends everything around him soaring, and prefers to make his own items instead of paying money to other shopkeepers.
  • Red Baron: The Fire Beneath the Mountain, the Mountainsmith, the Shaping Hand.
  • Shock and Awe: His release skin replaces the fire effects with storm effects, which ironically is the element of his hated brother.
  • Shrouded in Myth: Compared to Anivia and Volibear, very few remember the tales of Ornn, to the point that the Freljord at large has forgotten him.
  • Sibling Rivalry: Doesn't get along with his sister or his brother. In Anivia's case, it's a harmless enough feeling of indifference. In Volibear's case, it's mountain-sundering hatred for each other.
  • Sibling Yin-Yang: With Volibear's rework, their differences are made more stark.
    • Ornn is a quiet, party-buffing, tank who is skilled at disruption and absorbing blows. He willingly helps mortals and in-fact, is fairly fond of them, even if he doesn't openly say it and he builds things that last for millennia that civilization still uses in the present.
    • Volibear is an extremely loud, hammy, and extremely violent juggernaut who is excellent at dueling, steadily wearing down his opponents health and dogging them with attacks. The reworked Volibear hates humanity and civilization in-general and is more than open about that fact, wishing to tear down all civilization and return it to the wilderness it once was.
  • Smug Super: Some of his dialogue suggests that he views fighting on the Rift as a colossal waste of his time, and is extremely disappointed when the enemy team fails to put up a fight.
  • The Stoic: Rarely deviates from the same dry tone, even when expressing disappointment or surprise. One of the only times that he raises his voice is when Volibear is involved.
  • Summon Magic: Call of the Forge God has him summon up a giant ram-shaped fire elemental from the earth to trample over enemies.
  • Terse Talker: He usually finds saying anything more than a disdainful grunt to be a waste of time which would be better spent forging.
  • Trademark Favorite Food: Cherries and to a lesser extent, beer.
    Ornn: (On a first move) "The best meal is a herd of cattle, with dark beer, and cherries... Mmm."
    • If his line when attacking Gragas is an indication, maybe not such a lesser extent.
    Ornn: "Give me the ale, and no one gets hurt."
  • Ultimate Blacksmith: His overall theme as a champion. In the lore, his ability extends far beyond simple blacksmithing. He created the bridge that spans the Howling Abyss, a powerful trident that became the symbol of a mer-king (Most likely Fizz; the trident was just an eating fork Ornn had discarded), the spade that became Yorick's, and the door that Braum would claim as a shield. In game, he can create any practically every item available, anything from swords to bows to armor to trinkets, stretching to the point of absurdity. He can forge books and cloth. His allies can purchase special upgrades of select items, which he has improved.
    • It's noted in the Lost Tales of Ornn that the items he crafts are at such a level of perfection that attempting to enchant them will in fact weaken the item. One of the Three Sisters (presumably Lissandra) doing this to the bridge over the Howling Abyss is the only reason it's falling apart by the time you see it in-game.
  • Units Not to Scale: Like Anivia and Volibear, Ornn is far, far bigger than he appears on Summoner's Rift.
  • Unreliable Narrator: Not Ornn himself, but one must remember that the Lost Tales of Ornn, which provide the majority of what we know about him, are told from the perspective of an in-universe narrator in the style of mythology, and thus subject to bias as to the portrayal of other characters and interpretation of the actual events.
  • Utility Party Member: While Ornn's direct combat abilities are nothing to sneeze at, he supports his allies indirectly by unlocking item upgrades for them and extending the duration of their crowd control by marking enemies with Brittle.


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