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.

Legacy versions
A-C=

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= 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.



V-W=



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.

On-going Content
A-C= Ahri,  is a wily Vastayan ranged, 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 damage spell is, a long-range boomerang-style projectile that deals two instances of damage one of which is true damage. Her passive and her ultimate  grant her on-demand mobility to either engage or avoid threats. Her allows her to draw foes towards her and deal increased damage to them making it the centerpiece of Ahri's burst combos that may make or break the Nine-Tailed Fox. Due to this combination of mobility and mid-range damage spells, Ahri excels as a Mage with a very safe lanning phase that can scale into a mid-game threat whose purpose is to charm and pick off vulnerable key targets all the while remaining elusive and dificult to lockdown.

Blitzcrank is an animated Zaunite construct and melee that disorientates enemies with a steam-powered chassis and a right hook. His spontaneous can reel in an enemy the second they drop their guard, followed by a  that dazes them long enough for the rest of his team to pounce. This combo instills great fear into his enemies, resorting to cowering behind their minion waves. Blitzcrank can utilize that fear and simply his way through the front for a  instead. He is a formidable disruptor up close, with a deceptively durable and a  that silences enemies in a wave of damage, making him an excellent choice for the Support role. However, his impact will greatly depend on how much mana he has left to fire before he's finished. Being the simplest hook champion, playing Blitzcrank will teach players when best to hook, and what it will cost them.

Braum,  is friendly Freljordian melee, whose primary objective is to protect and enable his assigned as a Support. With  Braum can mark enemies with his basic attacks and  for himself and allies to rack up stacks and trigger a stun. Braum's primary strength, however is his ability to become a protective wall against enemies. allows Braum to re-position quickly in order to block enemy atempts at damaging your carries or sometimes it can be used as cleaver dodging tool. Braum's is his primary defensive tool though, as it can block projectiles and most other forms of damage that collide with it, making it almost impossible to break through him to reach the carries. Finally, Braum can engage a fight in narrow spaces with his or use it as another tool to create separation between his allies and the enemy team.

D-F= Darius,  is a ruthless Noxian 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 Noxian who enjoys turning bloody combat into spectacle. Contrary to most members of his champion class, Draven relies heavily on getting early item advantages to compensate his weaker late game scaling. He is considered to be one of the most difficult to master and succeed with, but has the potential to make an oppressive 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 juggles axes and farms. This conjunction of micro-management and tension emphasizes an aggressive, show-off style that makes Draven one of the most dangerous 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 sole focus is to playfully harass your enemies from a safe distance. is your core ranged damage spell in the early stages, allowing you to hit enemy champions repeatedly. provides strong trading power and mobility, which in conjunction with, affords Gnar alot of safety. His innate is both the crux and weakness of Gnar's playstyle as it forcibly transforms Gnar into, a behemoth   who's sole objective is to dive into enemy lines and create chaos with his area-of-effect crowd control, particularly his ultimate , which can sweep entire teams, making  a powerful teamfighting initiator for most of the game. However Gnar is a intense champion to handle, as improper management of can severely undermine the pre-historic Yordle's effectiveness.

Jhin,  is a Ionian psychopath that revels in arranging bloody performances with his enemies as the unwilling centerpieces. Fueled by an obsessive, perfectionist attitude, Jhin trades the usual high-octane sustained damage pattern for a that ends on a high note. The high damage shots along with a convenient make for a strong harassment in lane. As a secondary, Jhin brings powerful utility spells which will set the stage: and  will provide Jhin and his allies with long range cover fire and catch potential, while his  can slow foes and deal surprising amounts of damage, marking either the start or finish of his latest performance. Jhin's drawn-out damage output and lack of defensive measures will cause him to struggle significantly more in prolonged teamfights against a durable enemy frontline compared to a conventional, which may cause the Virtuoso's composition to fall flat.

K-L= Karma,  is a noble with a strong focus on duality, equally skilled at aiding allies or blasting foes with the power of her indomitable will. She sports a headstrong set of tools for various situations, including a, , and. Her greatest strength however, is to any one of her abilities to extreme power. This forces the Ionian leader to meditate on which tool the situation demands, but she’ll always have an impactful answer to almost any endeavor.

Kassadin,  is a Void-corrupted Shuriman and melee who is known as the one of the most mobile champions in the game and the strongest lategame carry of his class. Contrary to other champions, Kassadin starts off as a very weak champion due to his short range, farming difficulty, high mana costs and low base damages, not to mention a particular weakness to physical damage dealers. However he has a unique edge against magic damage threats due to and  dampening their damage. And if the Void Walker can survive the laning phase and get to his core item and level spikes, he becomes a terrifying force of destruction that is nigh-impossible to lockdown due to his high-scaling, low cooldown spells which in conjunction with his iconic, allows Kassadin to blink in and out of fights on a whim, cycle through his burst combos multiple times and kill everyone in the process.

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 item and level-dependent, as her passive will allow her to quite literally ascend into one of the premier lategame carries in the entire game, granting her the ability to deal devastating sustained damage from range. Due to this hard scaling curve, Kayle requires a large amount of time and resources poured into her before she can ascend to her divine status, but once she does, she can strike down entire teams with ease. 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 righteous force to reckon with if.

Kayn,  is a former Noxian child soldier and ambitious melee with a uniquely adaptable playstyle in the jungle. Armed with area of effect spells in and  and a unique terrain-ignoring spell in, Kayn is afforded a vast range of farming paths and gank angles, while  can be used to turn or end a fight. However Kayn is relatively weak and frail in the early game and will rely on his passive,  to set his destiny. Depending on the type of champion he fights Kayn may unlock one of two forms which give him a set of modified abilities and a new innate passive. Going against ranged enemies will cause Kayn to ascend into the : a high mobility with nuclear levels of damage who excels at killing enemy carries. On the other hand, fighting melee foes will corrupt Kayn and eventually cause to take over; becoming a brutal  with high sustain, anti-tank damage and crowd control who can punch through enemy frontlines and cause havoc on enemy lines.

M-O= Miss Fortune,  is an infamous Bilgewater 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 as a Aspect of Targon 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, though she is heavily dependent on landing her to truly be effective and the all-in nature of her ultimate can make Morgana a very vulnerable target if she does not exert caution.

Olaf,  is a battle-loving Freljordian 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 lead over the enemy team. However is he fails to do, Olaf may meet his coveted end sooner than expected.

P-R= Poppy,  is a stalwart Yordle and melee that succeeds as both a early game aggressive toplaner and a lategame defensive. Contrary to most members of the class, Poppy has strong initiation potential, ranged harass and high physical base damages which in conjunction with her anti-mobility field in  can allow Poppy to have a strong early game presence against aggressive melee toplaners.  Poppy's most iconic ability is, a versatile targeted dash that can push enemy champions and stun them if they hit a wall. Poppy's ultimate, follows the same principle, as it can either be used to catch a priority target or forcibly eject a problematic enemy from the premise. Along with a set of defensive steroids, Poppy is a threatening and durable presence at all stages of the game as a teamfighter, protector and initiator, however her value as damage dealer diminishes in lategame and she remains vulnerable to long range harass and crowd control.

Pyke,  is a Bilgewater harpooner turned vengeful sea revenant and melee with a unique playstyle that positions him as a hyper-aggressive Support and roamer. Due to his nature as a, Pyke is one of the few dedicated Supports that can single-handedly kill enemy carries during most stages of the game, though his innate, can compromise his lategame scaling as it severely reduces the value of defensive itemization in exchange for additional damage, making him rather frail. With his incredible catch potential, hooking a careless enemy with and then reeling them into  will usually spell a violent death at the hands of the Bloodharbor Ripper and his allies, while  will facilitate in finding the perfect angle of attack. But the key aspect of Pyke's capacity as a Support lies in his ultimate, ; a resetable execute that grants Pyke's allies the same amount of gold he gains as the one who actually secured the kill, meaning that a lead for Pyke is a lead for his team.

Rek'Sai,  is a Voidborn apex-predator and melee that is best played as a early game jungler. Violent, merciless and terrifying, Rek'Sai shifts her role between being a aggressive ganker and unique tracker that stalks her prey and wants secure a lead for herself as soon as possible. and a empowered can be devastating offensive tools, while  and  provide the Void Burrower with good angles for both jungle clearing and ganking and her ultimate  can serve as either a secondary initiation tool or a clever evasive maneuver. But what makes Rek'Sai truly unique is her Tremor Sense, a component of her ability,, which allows her to track enemy champions where vision is obscured at the cost of a reduced line of sight for herself, meaning that Rek'Sai will always know where to find her next prey.

S= Sivir,  is a Shuriman tomb-raider, mercenary and who trades single-target damage for sustained area-of-effect and initiation, making her one of the best teamfighting  in the game. Sivir starts as one of the lowest damage carries in the early and mid game, however she possess excelent farming tools in and, which allow her to rack up large amounts of gold if left unchecked and with the added security of her , means that Sivir can have a safe laning phase if she focuses primarily on farming. Once she manages to secure enough items, her farming tools transition into powerful area of effect spells which in conjunction with the engage potential of her ultimate, make Sivir a nightmare to deal with in teamfights. However due to her short range and low single-target damage, Sivir is a very item-dependent, while being vulnerable to long range harass and easy pickings if isolated from the rest of her team.

Sylas,  is a revolutionary Demacian melee. 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 is completely reliant on the enemy team composition for Sylas to maximize its usage and as the lynchpin of his lategame scaling, can potentially make or break the Unshackled's effectiveness in teamfights.

T-U= Taric,  is the Targonian Aspect of the Protector, and a melee whose sole purpose is to defend life in any way possible. Armed with a variety of protective spells, he excels as a team defender at the cost of lacking any ranged pressure, but his special link creates another focal point for Taric to cast all his spells from. This is perfect for to serve as a delayed off-hand engage tool that can be coordinated with Taric's allies. However, his active participation can help reduce his downtime through touching base with, which is especially important to make an effective area heal. This combination of durability, sustain and crowd control make Taric hard to topple, which makes some consider him a. To further add on to this longevity is a widespread immunity from, which can allow Taric's team to engage with impunity if timed correctly.

Twisted Fate,  is one of Bligewater's infamous gamblers and a ranged who enjoys causing chaos, making money and then hightailing away from danger. A midlaner by trade, Twisted Fate specializes in roaming, catching enemies off-guard and creating small skirmishes where the enemy team is at a numbers disadvantage during the laning phase and mid-game. With and the ever versatile, Twisted Fate can clear minion waves quickly then roam the map for fight or flight opportunities with , which reveals members of the enemy team and then teleports Twisted Fate to a target area anywhere on the map. However Twisted Fate's lack of mobility, high area of effect damage and crowd control that other Mages bring at later stages of the game, make him a less than impressive teamfighter. Instead Twisted Fate takes a more opportunistic approach to the problem, by clearing and pushing isolated lanes and rapidly demolishing abandoned structures with empowered basic attack once he gets a few items under his belt.

V-W= Vayne,  is a Demacian monster hunter and whose prowess as a elusive lategame duelist and tank-killer make her a infamous carry. Lacking almost any form of offensive abilites, Vayne relies solely on item-fueled basic attacks to deal overwhelming sustained damage thanks to her which provide her with bursts of true damage every few shots, that can takedown even the most durable  with ease. , allows Vayne to consistingly reposition herself and together with her innate and sole offensive spell,, make Vayne a impossible enemy to duel. Her ultimate, is a secondary steroid that also powers up her innate and stealths Vayne during, making her a very dificult target to lockdown while skyrocketing her damage. Despite this, Vayne's short range and single-target basic attack only profile, may compromise her as a laner and teamfighter.

Viktor,  is a Zaunite scientist, cyborg and ranged that specializes in augmenting himself with Hextech and grow into a devastating damage dealer that can nuke entire fields and everything in them. Key to this is Viktor's, which grants him a unique item: the. This provides the Machine Herald with a large amount of offensive stats and augments to each of his abilities if he invests gold into upgrading it. Alongside this, Viktor comes with a devastating array of gadgets; is a excelent trading tool at all stages of the game, while  can cut off certain paths and push enemies towards chokepoints and once,  becomes Viktor's primary tool for farming, harass and teamfighting. When used together with his ultimate,, Viktor can deal nigh-unparalleled area-of-effect damage that can vaporize all but the most durable of champions. However Viktor's lack of mobility, item-relliance and subpar waveclear at the early stages of the game, make him a frail and abusable target before he gets his online.

Vladimir,  is a Noxian hemomancer and ranged who seeks to dive into enemy lines and bleed them all dry. With powerful sustain and defensive tools, Vladimir is a durable Mage that can dish out surprising amounts of area-of-effect damage while keep himself topped off. With the hybrid stats provided by and healing from, Vladimir can have a safe laning phase if he can maintain his distance and properly time his  to avoid aggressive dives and ganks. At later stages, Vladimir scales into a high-health, high-damaging Mage that wants to make a beeline for the frail enemy carries and eviscerate them with the area-of-effect damage of and. However Vladimir's blood cravings may prove his undoing, as he is required to be in close proximity to his foes, putting him at a greater risk and certain items can diminish his sustain, making his next drink his potential last one.

X-Z= Xayah,  is a freedom-fighting Vastayan 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 and crowd control spell that pulls back exposed , 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 lane duo.

Xin Zhao,  is a former gladiator turned Demacian royal bodyguard and, who's incredible martial prowess allows him to sweep through enemies with all the force of a great typhoon. A dauntless spear master, Xin Zhao serves as a Jungler with powerful ganking and engage tools. and act as basic attack modifiers that make Xin Zhao a strong dueling champion, while  let's him get close to his enemies and  is a long range spear thrust with a powerful slow. , can sweep everything in a full 360º angle, and protect Xin Zhao from ranged damage. With this, Xin Zhao is a brute-force initiator who can start fights by isolating key targets from the rest of the pack and either lock them down or outright kill them, though his attack patterns tend to be somewhat predictable due to his lackluster farming speed and gank-reliant playstyle.

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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.