User:Tylobic/The Champion Description Project

This is the "official" blog-post for the Champion Description Project, which has been migrated from the previous blog post created by User:Kind-Hearted-One, in an effort to better present and standarize the information received there, for both easier access and greater clarity.

For those of you who hadn't heard of this project, the Champion Description Project is a collective effort that aims to add short descriptions to each individual's champions pages. These descriptions are meant to be a short, flavorful but also informative, providing a brief but clear descriptions of that champion's theme, playstyle and feel. These descriptions are meant to aid both newbies and older players that, perhaps, had never given much thought to that champion's particular theme and playstyle, or that want to try them out for the first time.

The goals of this blog post are, first, to stash already-made descriptions for further exploration, suggestion and fixes, and also to take suggestions from anyone who wishes to make one for another champion's description. While, in the end, I aim to make all the descriptions myself, mainly for the purpose of standarization (if they each looked different, it would be a complete chaos), I always try to take into account any suggestions or ideas that are good, and I'm more than willing to make changes if anyone spots something that could be improved, anywhere.

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Alistar,  is a resilient tank-support who acts as a defensive brawler, protecting allies and disrupting enemies while stubbornly enduring all punishment. Tough and powerful, Alistar specializes in knocking opponents around, battering dangerous enemies away from his squishier teammates or literally headbutting helpless foes into his own team. Any attempts to slow down the rampaging bull are rendered moot through his powerful defensive steroids. Thanks to a relative gold independence, Alistar often roams around the map, helping allies in need with his great crowd control.

Caitlyn,  is a precise marksman who uses her extreme range and tools to keep her opponents at bay while she snipes them from afar. Using the array of gadgets at her disposal, Caitlyn sets up a sniper's nest of traps to create as much distance as possible between herself and her targets, zoning them out of key areas and making it harder for them to approach her safely. Slow-attacking and fragile, Caitlyn is unsuited for head-on fights; instead she uses precision and cunning to catch foes in her traps, lining them up for well-aimed and massively damaging headshots.

Cho'Gath,  is a voracious tank-mage who stomps through the frontlines, keeping enemies at bay with sheer size and the promise of a deadly one-way trip to his belly. While cumbersome and lacking in maneuvrability, Cho'Gath's powerful crowd control lets him close the gap on enemies in a deadly burst of spikes and devour them whole in single bite with his great burst damage. Moreover, with every poor soul he gobbles up, Cho'Gath increases both his size and bulk, reaching tremendous levels of resilience and becoming a nigh-unkillable behemoth if allowed to feast to his heart's content.

Corki,  is a fearless marksman who combines a state-of-the-art hextech gyrocopter with good old-fashioned dogfighting to bombard foes both afar and close. His arsenal dealing a unique mix of physical and magic damage, Corki prefers to hang back, pelting targets from a distance with an unending barrage of missiles. When he sees the time to strike, however, Corki will perform a devastating bombing run to break enemy formations, cut-off paths or pursue stragglers. Still, this daring maneuver must be carefully timed, lest he find himself too deep into enemy lines for his team to extract him, making his most spectacular run also his last.

D-F= Darius,  is a ruthless fighter-tank whose axe signals an inminent and bloody death for anyone he gets his hands on, even executing several foes in a row. Though his reach and mobility may be limited, Darius is relentless in his pursuit, weathering his foes' attacks while he drags a target of choice into his range. If allowed to focus on and start bleeding out a single target, Darius becomes a ticking time bomb, building up towards a brutal execution and then proceeding to slaughter any remaining victims, beheading foe after foe and cleaving through entire enemy teams by himself if left unchecked.

Ekko,  is a streetwise assassin-fighter whose unique inventions allow him to slow down, stop and even reverse time, outsmarting foes in carefully planned skirmishes. While capable of contributing unusual amounts of utility and crowd control for an assassin, Ekko demands excellent positioning and the capacity to predict enemy movement to optimize his abilities. If he's able to think on his feet, however, Ekko can settle fights well in advance, setting up multiple enemies for his allies to collapse upon while he whittles down his own targets, rewinding time if the situation gets rough to escape in the nick of time.



G-J= Garen,  is a stalwart fighter-tank who bravely charges his opponents, intent on fulfilling his valiant quest to bring the most dangerous of foes to justice. Single-minded in his pursual, Garen rushes head-on towards his opponents, relying on his innate defenses and regeneration to keep him alive until he reaches his foes and unleashes a veritable whirlwind of damage on those unfortunate enough to remain in his vincinity. Always the steadfast hero, Garen pays attention to which of his foes' hands are more stained in the blood of his teammates, decrying them foul villains and bringing down the sheer might of Demacian justice upon them.

Graves,  is a tough-as-nails marksman who prefers to get up close and personal with his enemies, enduring their attacks as he fills them with shrapnel. Armed with his trusty shotgun Destiny and steel-like grit, Graves uses his mobility and resilience to position himself at point-blank range of his foes and deal extreme burst damage, blowing apart anyone foolish enough to stand in front of him. An independent marksman by nature, Graves excels at skirmishes and one-on-one duels where he can kill targets unimpeded, particularly since tougher foes can body-block his devastating shots and catch him off-guard as he stops to reload.



K-L= Karma,  is a noble mage-support with a strong focus on duality, equally skilled at aiding allies or blasting foes with the power of her indomitable will. Highly versatile, Karma is notable for the great variety of tools at her disposal, being able to pressure foes from a distance, lock them down with crowd control or shield allies from harm. Karma's main strength is her ability to greatly empower one of her spells, unleashing powerful defensive or offensive spells to change the tide of battle; while this forces the Ionian leader to carefully meditate on which tool the situation demands, it also gives her an impactful answer to almost any endeavor.

Kog'Maw,  is a fragile but deadly marksman-mage who functions akin to an artillery cannon, dishing out extreme damage from a very long range. What he lacks in speed and survivability, Kog'Maw more than makes up for in reach and sheer damage output, fusillading foes with a deadly corrosive barrage that easily melts its way through even the sturdiest defenses. While extremely vulnerable by his lonesome, when properly supported and protected by his teammates Kog'Maw becomes a force to be reckoned with, raining down a devastating acid onslaught that almost no foe can hope to endure.

Lee Sin,  is a resourceful fighter-assassin who outmaneuvers his foes through high mobility and utility, either assisting his allies or taking his opponents down himself. Key to Lee Sin are his tremendous versatility and a vast number of tools at his disposal to tackle most situations; he can easily dash in and out of combat, cripple enemies with crowd control or bully foes with his powerful early game damage. Whether he chooses to enhance his damage or defenses, Lee Sin's adaptability and utility allow him to always be relevant, either by taking care of key targets himself or kicking them right where his team wants them.



M-O= Miss Fortune,  is a dangerously beautiful marksman with twin handguns to match, masterfully wielding them to riddle multiple foes full of bullets. Teasingly strutting into combat, Miss Fortune delights in fighting superior numbers, leaving her painful mark on each new victim she switches her aim to, although her lack of escape tools means she needs to be careful, lest she find herself overwhelmed. Best aided by allies that can set-up multiple targets for her, Miss Fortune strikes when the unfortunate foes find themselves clumped up together, gleefully unleashing a thunderous hail of bullets that rapidly rips multiple targets to shreds.

Mordekaiser,  is a cruel fighter-mage who revels in the suffering he inflicts, using it to empower himself and turning his foe's numbers against them. A lumbering tower of metal and destruction, Mordekaiser lacks any crowd control or mobility, heavily relying on his allies' aid to reach his victims. Once he gets into the fray, however, the implacable juggernaut not only deals devastating damage, but also converts the pain he inflicts into his own sturdy defenses. Mordekaiser also possesses the ability to briefly bring his slain victims to his side, assaulting his foes with the ghosts of their fallen teammates or even the spirit of the mighty dragon of the Rift.

Nasus,  is an implacable fighter-tank whose power grows inexorably and infinitely over time, bringing his foes ever closer to an inevitable death. Initially slow and short-ranged, early on the wise Nasus chooses to bide his time, slowly bulding up his strength through his ability to permanently increase his power with every unit he kills. In the later stages of the game, Nasus's patience is rewarded as he becomes a nigh-unstoppable avatar of death, crippling single targets with his powerful crowd control as he closes the gap to bring down champions and towers alike in a few cataclysmic blows.



P-R= Quinn and Valor, , are a tag-teaming marksman-fighter duo who work together to track and eliminate their prey, delivering swift, winged justice on their foes. With excellent teamwork and coordination, Valor swoops down on vulnerable foes, signaling Quinn to fire while they keep them at bay in a dance of acrobatic vaults and blinding talons. As their short range makes combat outside of one-on-one duels dangerous, Quinn and Valor prefer to take wing together, using their unmatched roaming power to fly around the map at breakneck speeds, landing themselves at the right place and time to sabotage their enemy's plans before they can react.



S= Skarner,  is a reclusive fighter-tank who skitters through the jungle, looking for targets to seize and ravage while keeping fierce control over his turf. With Skarner's presence, glittering spires of crystal burst forth from the ground, creating key areas on the map to capture and inside which the scorpion becomes a frenzied predator, quickly catching up to and ripping to shreds those foolish enough to invade his territory. Even outside of his hunting grounds, Skarner's combination of speed and crowd control allows him to rush towards key targets, encase them in crystal and quickly drag them into his teammate's hands for a swift end.

Soraka,  is a selfless support-mage who sacrifices her own life to restore that of her allies, healing them through even the direst of situations while keeping enemies at bay. While she herself is tremendously fragile and vulnerable, Soraka possesses unmatched healing power, sustaining her allies through attacks that would have otherwise killed them or saving them from the brink of death even across the map if allowed to operate freely. However, the fact that she sacrifices her own lifeforce to restore that of her allies' means that Soraka must be very careful, keeping opponents away with her substantial area denial to continue her altruistic duty unimpeded.



T-U= Tahm Kench,  is an insatiable support-tank with a voracious appetite, swallowing both friend and foe while being able to both take a licking and give one back. Cunning and flexible, Tahm Kench uses his giant maw to turn the tables on overconfident foes, snatching allies away from danger or delivering enemies right into their doom. While he has enough girth to personally get into the fray with his opponents, Tahm Kench excels at creating opportunities for his allies to capitalize on, be it by briefly taking dangerous foes out of the fight, keeping key allies safe inside his belly or literally diving allies behind enemy lines.

Thresh,  is a sinister support-fighter who excels at dictacting the flow of battle, repositioning both friend and foe as he collects the soul of the dead. Thresh's capacity to manipulate the movement of both allies and enemies is unparalleled: he can chain up and drag helpless enemies into his own team or lock them down; he can also call allies to his side to get them out of dangerous situations or help them close the gap on vulnerable foes. As the match progresses, Thresh's collection of souls grows and so does his power, rendering the grim warden terrifyingly damaging and hard to kill in the later stages of the game.

Twitch,  is a sneaky marksman who lurks in the shadows, waiting for an opportunity to ambush his opponents and skewer them with a flurry of venomous bolts. With attacks coated in deadly poison and heavy follow-up burst, Twitch excels both in short skirmishes and drawn-out combat, and his ability to enter stealth at will aids him in ambushing unsuspecting foes and wisely picking his fights, a feature he sorely needs due to his fragility and lack of escape tools. Though weak and vulnerable early on, in the later stages of the game Twitch becomes a frenzied menace, easily shredding through entire enemy teams if left unchecked.



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X-Z= Yasuo,  is a swift fighter-assassin who bends the wind to his will, smoothly gliding from foe to foe and tearing through them with all the force of a great typhoon. As fast as he is fragile, Yasuo relies on mobility and situational defenses to survive in close quarters, buffeting opponents with whirlwinds or blowing away incoming attacks while quickly rushing to his targets. On his own, Yasuo relies on precise strikes and combos to create opportunities to attack, but when supported by a team that plays to his strengths he becomes a destructive hurricane, sending whole teams flying and rapidly slicing through even the sturdiest of foes.

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A-C= Ahri,  is a wily ranged mage, who relies on charm and hit-and-run tactics in order to draw in her foes close to her before finishing them off. Her primary spell for both waveclear and harass is, a long-range boomerang-style projectile that deals two instances of damage one of which is true damage. Her second ability, grants her three flames that each deal damage foes she strikes with basic attacks. Her passive and her ultimate  grant her on-demand mobility to either engage or avoid threats. Her allows her to draw in foes towards her direction and deal increased damage to them. Due to this combination of mobility and mid-range damage spells, Ahri excels as a mid-game threat whose purpose is to charm and pick off vulnerable key targets all the while remaining elusive and dificult to lockdown.

Braum, 
 * Very defensive support
 * On-hit passive with allies' basic attacks
 * huge counter to a lot of spells
 * fight starter

D-F= Darius,  is a ruthless melee. Often feared for his incredibly strong early game and the ability to fight multiple champions at once with ease, he's a nightmare to lane against. However being a also has its cons. Darius has no mobility on his abilities, meaning he has trouble reaching his enemies when far away, or when he's slowed down; making him vulnerable in the later stages of the game. That is, until he reaches them. His passive makes his enemies bleed, while gaining damage. Combined with the heals from his, the slow from and the pull from , there's no questioning why most of his enemies fall under his axe. is Darius's ultimate: a powerful nuke that deals increased true damage based on how many stacks Darius has inflicted on enemy champions and can reset its cooldown when killing enemy champions, meaning that if he kills someone, he's only just getting started.

Draven,  is a glory-seeking ranged who enjoys turning bloody combat into spectacle. Contrary to most members of his champion class, he relies heavily on getting early item advantages during the laning phase to maximize his sustained damage. He is considered to be one of the most difficult Marksmen to master and succeed with, but has the potential to make a strong lead. Draven's signature empowers the next basic attack with a large amount of flat damage that he can juggle to maintain, potentially up to two or three at once. His passive, grants him extra kill gold that increases the more he farms and he juggles axes. This conjunction of micro-management and tension emphasizes an aggressive, show-off style that makes Draven one of the most dangerous marksmen in the game.

G-J= Gnar,  is a volatile Yordle than can transition between a ranged and a melee  that is geared primarily as a top lane champion. Unique in his nature, Gnar has two aspects to him: and. As, your primary focus is to playfully harass your enemies from a distance, relying on your mobility and long range spells. is your core damage spell in the early stages, allowing you to hit enemy champions over and over and over. provides you with strong trading power and mobility, which in conjunction with, affords Gnar alot of safety in lane. His innate is both the crux of Gnar's power and his weak point. Dealing and taking damage will eventually force him into transforming to, granting him a large amount of durability, modified abilities and access to the active part of his ultimate. In this form Gnar becomes a behemoth who's sole objective is to dive into enemy teams and create chaos with his area-of-effect crowd control, particularly his ultimate, which can sweep entire teams and stun them if they hit terrain, making a powerful teamfighting initiator even at the latter stages of the game. However the innability to control when Gnar transforms, makes him a relatively intense champion to handle, when trying to track his bar as improper management can doom Gnar's effectiveness.

Jhin,  is a obssessive psychopath that revels in setting up bloody performances with his enemies as the unwilling centerpieces. Fueling his perfectionist atittude, Jhin trades the high-octane sustained damage of a typical, for a fixed batch of four very slow, very hard hitting basic attacks due to his innate and a set of artillery range spells. This high flat damage along with, make the Virtuoso a strong enough laner is he can line up his shots properly and eventually scale into a decent damage dealer at most stages of the game with enough items due to 's in-built scaling and haste. Along with this, Jhin also brings powerful utility spells to the table as a secondary : and  provide Jhin and his allies with incredible long range cover fire and catch potential, while his  can slow foes and deal surprising amounts of damage which set the tempo for Jhin's next performance. However, Jhin's lack of mobility and finite amounts of sustained damage will cause him to struggle significantly more in prolonged teamfights with a durable enemy frontline compared to a standard-issue, which may cut the Virtuoso's performance short.

K-L= Kayle,  is a melee who punishes wrongdoers as the Targonian Aspect of Justice. Starting as one of the weakest champions in the game, Kayle is heavily dependent on gold and experience, as her passive will allow her to quite literally ascend into one of the premier lategame carries in the entire game, granting her ranged basic attacks, area of effect capabilities and true damage. Due to this hard scaling curve, Kayle requires a large amount of time and resources poured into her before she can take to the battlefield, but once she does, Kayle can strike down entire teams, sometimes on her own. In conjunction with her extreme sustained damage, Kayle comes equipped with powerful utility tools to support her teammates. provides a heal and haste buff, while her ultimate, is a versatile survival and damage tool that can either save you and your allies at a critical time, or it can empower their aggressive initiation against the enemy team. Regardless, the combination of lategame damage and array of supportive spells make Kayle a truly divine force to reckon with if not properly punished at the start of the game.

Kayn,  is a ambitious melee with a unique set of tools that give him a incredibly adaptable playstyle when scaling into mid-game. Starting the game as a mobile, yet unassuming and farm-relliant jungler, Kayn's passive will set his destiny. By charging up depending on the type of champions he fights Kayn may unlock one of two forms which give him a set of modified abilities and innate passive. Going against ranged enemies will grant him the form, while fighting melee foes will grant him the  form.

As, Kayn becomes a hyper-mobile capable of dealing nuclear levels of area-of-effect burst damage, which in conjucton with his ultimate  and third ability,  provide him with a exit strategy once his foes are picked off and allow him to excel at flanking and assassination atempts.

As, he trades mobility and burst damage for sustain, tank-killing prowess and crowd control, assuming a more brute force approach as a. has a natural advantage against high health targets and clumped-up foes, making him a excellent battering ram that can punch through beefy frontlines and endure extensive amounts of damage thrown at him due to his sustain and his modified which heals him for the damage it deals.



M-O= Miss Fortune,  is an infamous pirate. She's one of the odd kinds of, as she deals more damage with abilities than autoattacks. Being her abilities also simple and easy to use, Miss Fortune is often a suggested for players that are either new to the role, or need to practice it. makes the first autoattack to an enemy deal more damage, a great tool to harass enemies with. fires a bullet that damages and bounces off the first target to deal lots of bonus damage to the enemy right behind the first, using it on minions means they can't hide behind them! gives Miss Fortune movespeed and attack speed when activated, great for extended fights. is an area-of-effect ability: bullets raining from the sky slow and damage enemies inside it. When enemies are fleeing, or a huge fight is happening, it means it's : Miss Fortune will shoot a storm of bullets that deal tons of damage to enemies caught by it.

Morgana,  is a ranged that rejected her divine ascension to fight against the shadows of Demacia. One of the few champions that can be flexed between a damage-oriented midlaner or a aggressive support, Morgana packs a high amount of damage, waveclear and one of the longest single target crowd control spells in. She can also charge-in relentlessly by casting her to lockdown entire enemy teams that are foolish enough to stay close to her. Ironically, Morgana's is one of the few shields in the game that can render any crowd control useless when protecting herself or one of her targeted allies. This makes Morgana an incredibly versatile pick that is effective at most stages of the game.

Olaf,  is a battle-loving melee who thrives when going head first into the thick of battle. With a multitude of steroids and sustain tools built into his kit, Olaf specializes at running down the more frail champions in the enemy's team. His passive and second ability  grant him a large amount of lifesteal and attack speed the more health he loses, making him a potent duelist in extended fights. His primary ability,, allows him to harass and punch holes against enemy champions as soon as level 1, due to it's high damage, potent slow and in-built reset. His third ability, deals a burst of flat true damage, which allows him to chunk targets with small health pools. His ultimate grants him extra damage, haste and immunity to any crowd control effect.

Due to this combination of traits, Olaf serves primarily as a early game jungler, with strong ganking prowess who wants to gain a quick advantage over the enemy team. However is he fails to do, his reveling in the thrill of battle may be met with a unceremonious end.

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S= Sylas,  is a revolutionary Demacian melee mage. Unique among his class Sylas doesn't possess the typical high-power nuking capabilities of a standard Mage, instead coming equipped with several powerful survival tools. Additionally his low cooldown, multi-phase spells along with his innate, gives Sylas a strong pattern of sustained damage at the early and mid-game stages, making his playstyle akin to that of a durable  that repeatedly beats down foes with chain lashes. But Sylas true claim to fame lies in his ultimate:. This allows Sylas to replicate enemy ultimates for his own usage and eventually cycle through the enemy team's entire catalog due to its very short cooldown at max rank, making it one of the most powerful ultimates in the game. However relies completely on the enemy team composition to maximize its usage and as the lynchpin of Sylas lategame contribution, can potentially cripple his scaling if faced with a unfavourable line-up.

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X-Z= Xayah,  is a freedom-fighting who due to her short range and lack of mobility, starts off as a fairly weak champion, that can grow into a deadly late-game carry if given enough time to farm her items. Armed with a series of magically-empowered, Xayah can deal heavy sustained damage and generate danger areas in the battlefield. Her innate,, converts her basic attacks into piercing projectiles that leave a set of on the ground, each time she casts a ability. When used in conjunction with, a two part steroid and , a high-scaling damage spell that pulls back exposed which also roots targets if hit by multiple ones, make up the bulk of Xayah's damage profile and teamfighting contributions. Her ultimate, grants Xayah much needed safety and allows her to turn fights in her favour in a pinch.

Also unique to Xayah is that her abilities become empowered when is an ally on your team, making the lovers a premier bottom lane duo.

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Aatrox, the Darkin Blade, is a brutal fighter-tank who revels in slaughter, working himself into a frenzy by sacrificing his own life or draining that of his foes to sustain himself. With access to both extreme damage at the cost of his own life, or powerful self-healing to keep himself at the brink of death, he must carefully juggle between the two to reach his full potential. Aatrox's bloodlust grows as he keeps the assault going, increasing the ferocity of his attacks and letting him rise from death should he fall. Always eager for combat, Aatrox dives towards weak or isolated foes, delivering them a swift and bloody end.



Akali, The Fist of Shadow is a relentless assassin who tirelessly pursues her prey, dodging and powering through all obstacles in her way to finish the job. Thanks to her extreme offensive mobility, Akali excels at easily and repeatedly engaging on isolated targets, and her powerful single target burst lets her quickly start chaining kill after kill if she's allowed to focus on single opponents. Due to her difficulty at disengaging from fights she has comitted to, however, Akali must pick her fights wisely, or else rely on her stealth and self-healing to get her out of dangerous situations.