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* ConvertedIntoAWeapon: In the past, the Ascended were warriors given [[SemiDivine near-divinity]] through a complex ritual, and sent into battle against [[EldritchAbomination the forces of]] the [[EldritchLocation Void]]. The Ascended were victorious, but fighting the Void left them with a severe case of [[ShellShockedVeteran PTSD]] from coming to terms with just ''[[TheseAreThingsManWasNotMeantToKnow what the hell]]'' they had been fighting, and when the Emperor who had been leading them was killed in a coup attempt, the remaining Ascended began feuding amongst themselves, with latent void corruption slowly turning their minds dark. The end result was a series of wars between the Ascended, with mortals caught in the middle until they prayed to Targon's [[CrystalDragonJesus Aspects]] for aid. The [[TricksterGod Aspect of Twilight]] was the one to answer those prayers, giving mortals the knowledge to seal the Ascended - now renamed the "Darkin" - inside their weaponry and render said weaponry indestructible. Fortunately, this means the Darkin are now [[SealedEvilInACan Sealed Evils in lots of different cans]]. Unfortunately, they are now immortal as long as their weapons are intact (and these weapons, if you will recall, were made indestructible). Worse, should any mortal attempt to ''wield'' any of these weapons, the Darkin can quickly [[GrandTheftMe assume control of the wielder for their own means]], using [[NewBodyOldAbilities their old powers through them]], and only by slaying the body of the now-host can they be resealed. And to top it all off, being sealed inside weapons cans where [[AndIMustScream not even starvation or suffocation]] can kill them despite being omnipresent sensations has [[GoMadFromTheIsolation not done wonders for their sanity]], and any Darkin who finds themselves a wielder is ''bad'' news for the world as a whole: If they aren't [[OmnicidalManiac omnicidal]] at this point, expect them to want to TakeOverTheWorld so they can NeverBeHurtAgain.
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* ImprobableSelfMaintenance: The Street Demons skins depict an alternate universe where the champions are artists who compete in an UrbanFantasy street art festival to create the boldest, best art possible. But despite them throwing paint around in their animations, not a single member of the Street Demons skin line has a single stain, smear, or smudge on their outfit. This is particularly noticeable for Brand and Mundo, who throw paint bombs and use broad fingerpainting strokes respectively.
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** Many individual champions have comparatively higher demands for mechanical/decision-making skills than others, and typically they end up being more valuable in comparison [[SkillGateCharacter to simpler, but usually less diverse champions,]] [[BoringButPractical though exceptions exist.]] Check out the [[Characters/LeagueOfLegends individual champion pages for specific details on how they differ.]]

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** Many individual champions have comparatively higher demands for mechanical/decision-making skills than others, and typically they end up being more valuable in comparison [[SkillGateCharacter [[SkillGateCharacters to simpler, but usually less diverse champions,]] [[BoringButPractical though exceptions exist.]] Check out the [[Characters/LeagueOfLegends individual champion pages for specific details on how they differ.]]
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Trope was cut/disambiguated due to cleanup


* DropTheHammer: A number of champions wield variants on the classic hammer or mace of all different shapes and sizes. Certain items are also hammers, such as the wooden Phage and metal Caufield's Warhammer.
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* FearInducedIdiocy: The game has a type of soft crowd control called Fear that forces affected units to walk away from the champion causing the effect, and disables abilities and summoner spells, while also applying a slow.
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Not anymore, haha.


* StatOverflow: The Bloodthirster item grants lifesteal on-hit to the user. Any health gained that goes over the user's maximum health is converted into a shield up to 50-350 damage depending on level.
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Crosswicking new trope.

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* StatOverflow: The Bloodthirster item grants lifesteal on-hit to the user. Any health gained that goes over the user's maximum health is converted into a shield up to 50-350 damage depending on level.

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* AntiMagic: Any champion with an ability that Silences enemies (incapable of using abilities, cancels currently channeling ones, etc.) can do this. No crowd control lasts for more than a couple of seconds, but casters are rendered nearly helpless for the duration, making it feel very long indeed. Naturally, the few specialized MageKiller champions have this in their arsenal plus other abilities to capitalize on this vulnerable period.

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* AntiMagic: AntiMagic:
**
Any champion with an ability that Silences enemies (incapable of using abilities, cancels currently channeling ones, etc.) can do this. No crowd control lasts for more than a couple of seconds, but casters are rendered nearly helpless for the duration, making it feel very long indeed. Naturally, the few specialized MageKiller champions have this in their arsenal plus other abilities to capitalize on this vulnerable period. period.
** Any item that grants "magic resistance" helps mitigate incoming magic damage, with some items featuring additional resistance to crowd control. Some choice cuts including the Quicksilver Sash (which comes with an instant feature to "cleanse" from any crowd control and can be upgraded to the Mercurial Scimitar, an AD item), Banshee's Veil (an MR item for other mages, coming with [[SingleUseShield a "Spell Shield" that negates one incoming enemy ability before going on a long cooldown]]), and Kaenic Rookern (a tank item that grants its user added "purple health" to their health bar that absorbs magic damage, scaling directly off their current max HP).
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Trope was cut/disambiguated due to cleanup


* CoolGuns: Firearms of all kinds exist across many champions, as well as many items, including the Rapidfire Cannon (resembling what looks like [[RevolversAreJustBetter a revolver]] with [[GatlingGood a Gatling gun]] barrel) and The Collector (a fancy HandCannon that instantly executes enemies under a health threshold).
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* ThereIsNoKillLikeOverkill: The mage burst damage item Stormsurge endorses this: if the user manages to burst through a significant fraction of an enemy champion's health bar, [[ShockAndAwe they become primed with electricity and are struck with an additional bolt of lightning for damage]]. If the target outright dies before the strike goes off, it instead creates a ''big'' explosion that applies the same damage to every other enemy champion in the vicinity.
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** Luden's Tempest (and its predecessor, Luden's Echo) deals a burst of this through using abilities every few seconds, damaging your target as well as a few nearby enemies from magical energy.

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** Luden's Companion (as well as its predecessors, Luden's Tempest (and its predecessor, and Luden's Echo) deals a burst of this through using abilities every few seconds, damaging your target as well as a few nearby enemies from magical energy.

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* ItOnlyWorksOnce: As of patch 14.1, Seeker's Armguard gives whoever has it the ability to self-inflict a "stasis" effect that renders them completely immobile, but also completely immune to everything for a few seconds, allowing them to potentially survive incoming fatal attacks. It only has one use before it becomes a "Shattered Armguard", and it requires being built into the completed form, the AP mage item Zhonya's Hourglass, to be used at all again (though it requires a rather long cooldown between uses). This effect was taken from a predecessor item, the Stopwatch, which existed ''solely'' for its one-use ability (providing no other stats), but it has since been removed [[BoringButPractical due to being too universally powerful]].



*** Stasis: Usually a self-inflicted buff/debuff that causes the user to be unable to attack/move, but will become completely invulnerable. This exists in champions such as Bard, Lissandra and those Devoured by Tahm Kench, as well as from the Zhonya's Hourglass item and its component Stopwatch item.

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*** Stasis: Usually a self-inflicted buff/debuff that causes the user to be unable to attack/move, but will become completely invulnerable. This exists in champions such as Bard, Lissandra and those Devoured by Tahm Kench, as well as from the Zhonya's Hourglass item and its component Stopwatch Seeker's Armguard item.



* UniquenessRule:
** Some items have a "Unique" passive or active. When a player buys two items with the same Unique passive, only one of these passives takes effect. Additionally, in the case of Unique actives, after using one item both items go on {{Cooldown}}.
** The Stopwatch item exists solely for its active ability, which is to self-inflict a "stasis" effect that renders its owner completely immobile, but also completely immune to everything for a few seconds, allowing them to potentially survive incoming fatal attacks. It only has one use before it becomes a "Broken Stopwatch" for the rest of the game, and considering how the item goes for a not-insignificant price and otherwise provides no other stats, it should be used carefully if they don't intend on buying the upgraded Zhonya's Hourglass (the ability recharges after a long cooldown, but the item is mostly for AP mages).

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* UniquenessRule:
**
UniquenessRule: Some items have a "Unique" passive or active. When a player buys two items with the same Unique passive, only one of these passives takes effect. Additionally, in the case of Unique actives, after using one item both items go on {{Cooldown}}.
** The Stopwatch item exists solely for its active ability, which is to self-inflict a "stasis" effect that renders its owner completely immobile, but also completely immune to everything for a few seconds, allowing them to potentially survive incoming fatal attacks. It only has one use before it becomes a "Broken Stopwatch" for the rest of the game, and considering how the item goes for a not-insignificant price and otherwise provides no other stats, it should be used carefully if they don't intend on buying the upgraded Zhonya's Hourglass (the ability recharges after a long cooldown, but the item is mostly for AP mages).
{{Cooldown}}.
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Farewell, Mythics, you were loved by some of us.


** Season 11 introduced "Mythic Items" that are a localized version of this. All are powerful on their own, and they each come with a passive that gives them increased stats based on the other items a player builds, meaning they're imperative for every single champion in every single game, ideally to act as the first major completed item. The catch is that [[MutuallyExclusivePowerups you can only have one Mythic item at a time]], so players must choose early on what's the most complimentary one for each given champion against any given opponents.

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** Season 11 introduced "Mythic Items" that are were a localized version of this. All are The concept behind them was that all were powerful on their own, and they each come came with a passive that gives gave them increased stats based on the other items a player builds, meaning they're being an imperative purchase for every single champion in every single game, ideally to act as the first major completed item. The catch is was that [[MutuallyExclusivePowerups you can could only have one Mythic item at a time]], so players must had to choose early on what's the most complimentary one for each given champion against any given opponents.set of opponents. This feature was retired in season 14, with most former items of the status being reworked to simply be strong "completed" items.



** The Rod of Ages is a mage item that passively grants AP, health, and mana each minute for up to 10 minutes. As a Mythic item, it's already designed to be prioritized as an early buy, so the automatic scaling grants even more substantial power spikes just by existing in your inventory.

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** The Rod of Ages is a mage item that passively grants AP, health, and mana each minute for up to 10 minutes. As a Mythic item, it's already designed to be This design heavily favors in it being prioritized as an early buy, so the automatic scaling grants even more substantial early-mid game power spikes just by existing in your inventory.



** Everfrost is a Mythic-tier mage item that comes with solid AP, ability haste, and health, and has an active ability that allows the user to blast out a conic wave of ice every 30 or so seconds -- enemies caught in the general cone are slowed, but those in the very center are rooted in place. Rylai's Crystal Scepter is another mage item that's most notable for its passive, causing all offensive abilities the user wields to additionally apply a frosty slowing effect on enemies.
** The Iceborn Gauntlet is a Mythic-tier tank item that periodically creates zones of ice upon attacking enemies.

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** Everfrost is a Mythic-tier mage item that comes with solid AP, ability haste, and health, and has an active ability that allows the user to blast out a conic wave of ice every 30 or so seconds -- enemies caught in the general cone are slowed, but those in the very center are rooted in place. Rylai's Crystal Scepter is another a mage item that's most notable for its passive, causing all offensive abilities the user wields to additionally apply a frosty slowing effect on enemies.
enemies. Everfrost was a Mythic mage item that came with solid AP, ability haste, and health, and had an active ability that allowed the user to blast out a conic wave of ice every 30 or so seconds -- enemies caught in the general cone were slowed, but those in the very center were rooted in place.
** The Iceborn Gauntlet is a Mythic-tier tank item that periodically creates zones of ice upon attacking enemies.



** Preseason 11 introduced a variant of this with "Mythic" items, [[InfinityMinusOneSword powerful keystone items that serve as foundation for build paths each game]], and each with their own unique specialties. However, [[MutuallyExclusivePowerups players can only pick one of them per game]], so they must choose wisely and for the long-term.

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** Preseason 11 Seasons 11-14 introduced a variant of this with "Mythic" items, [[InfinityMinusOneSword powerful keystone items that serve served as foundation for build paths each game]], and each with their own unique specialties. However, [[MutuallyExclusivePowerups players can could only pick one of them per game]], so they must forcing players to choose wisely and for the long-term.
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* FlareGun: The [[https://www.youtube.com/watch?v=ZHhqwBwmRkI Still Here cinematic]] ends with Ashe shooting her Hawkshot up into the air to adapt it into this trope while her and Tryndamere are still surrounded by encroaching enemies. Sending out a distress signal also fits nicely with how Kindred's presence in the cinematic [[RuleOfSymbolism naturally involves the possible reactions to imminent death]].

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