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    K'Sante, the Pride of Nazumah 

Voiced By: DeObia Oparei (English)

https://static.tvtropes.org/pmwiki/pub/images/ksantephoto.jpg
"Better to fight, than to live in fear."

“No monster greater than pride.”

Defiant and courageous, K'Sante battles colossal beasts and ruthless Ascended to protect his home of Nazumah, a coveted oasis amid the sands of Shurima. But after a falling-out with his former partner, K'Sante realizes that in order to become a warrior worthy of leading his city, he must temper his single-minded drive for success. Only then can he avoid falling prey to his own pride and find the wisdom he needs to defeat the vicious monsters threatening his people.

K'Sante is a Warden/Skirmisher hybrid champion who can shift between barricading his allies and dueling his enemies, the latter by trading his durability for an aggressive offense.
  • K'Sante's passive, Dauntless Instinct, causes his damaging abilities to mark enemies, causing his next basic attack to deal bonus damage partially based on the target's maximum health. While using All Out, it instead deals bonus true damage based on the target's maximum health.
  • With his first ability, Ntofo Strikes, K'Sante slams his weapon down onto an area in front of him, damaging and slowing enemies within, and hitting an enemy with it grants him a stack. Upon reaching two stacks, K'Sante's next use of the ability creates a shockwave that knocks enemies towards him. While using All Out, the ability no longer applies slows, but has a reduced cooldown.
  • Using his second ability, Path Maker, K'Sante wields his ntofos defensively, briefly increasing his damage resistance and causing him to become immune to displacement abilities. After a short delay or on reactivation, K'Sante rushes forward, with any enemy he collides with taking damage based on their maximum health, as well as knocked backwards and stunned based on the charge time. While using All Out, the ability loses its crowd control, but grants bonus resistances, deals bonus damage, and has doubled charge and dash speed.
  • With his third ability, Footwork, K'Sante dashes forward and gains a shield. Dashing towards an ally grants increased range and shares the shield with them. While using All Out, K'Sante's dash speed and range are increased, and he can dash through terrain.
  • For his ultimate ability, All Out, K'Sante shatters his weapons onto an enemy champion, damaging them and knocking them back a distance as K'Sante teleports to their end point. If the enemy collides with terrain, they take additional damage, are sent even further backwards, and become stunned. In the process, K'Sante's weapons become sharp blades for an extended period, reducing a large percentage of his maximum health, armor, and magic resistance, but gaining bonus damage, omnivamp, and augmented basic abilities that can be cast at no mana cost. This state can be deactivated on command.

K'Sante's alternate skins include Empyrean K'Sante, Prestige Empyrean K'Sante, and HEARTSTEEL K'Sante.

In season 9 of Teamfight Tactics, K'Sante is a Tier 5 Shurima Bastion. His All Out Strike ability smashes his target to the edge of the battlefield dealing magic damage and stunning them, while applying the same damage and a reduced stun to all other enemies the target collides with. K'Sante will then dash to his target, but if the ability is used on a target already on the edge, he instead knocks them off the battlefield, removing them from combat as if they were killed. In season 10, he uses his HEARTSTEEL K'Sante skin and is a Tier 1 Heartsteel Sentinel. His Block the Haters ability grants him percentage damage reduction for a few seconds, then afterwards strikes his current target for heavy physical damage.
  • Achilles' Heel: His ultimate puts himself at a dangerously low health percentage, which is normally fine, given the extra offensive bonuses, and how tanky he is. After all, even a fraction of his normal tank durability is still as much bulk, if not more than most other Champions. However, this makes him extremely vulnerable to characters with percent-health based finishing moves, most infamously, Garen.
  • Amicable Exes: In his short story, he and his ex-lover, Tope, meet and reconcile their past having both grown and matured in the time since the event that drove them apart.
    "I'm grateful for the love we shared, but I'm thankful to walk my own path."
  • Arrogant Kung-Fu Guy: Even in his more humbled state, K'Sante exudes pure bravado in combat, and is more than powerful enough to back it up.
  • Attack! Attack! Attack!: With All Out activated, K'Sante becomes a close-ranged menace that can keep the pressure on his oppoenent. Not only does All Out refresh his other abilities, his main damage ability, Ntofo Strike, has a shortened cooldown and all of his abilities gain omnivamp to keep him alive while going one-on-one. All of this encourages players to truly go all out at the best chance.
  • Badass Boast: This guy might be the most boastful warrior on Runeterra; he's got no shortage of one-liners to throw out in battle.
    "My ancestors built Nazumah! No god, king or beast could conquer them, and none will conquer me!"
    "Like my ntofos; break me and I return stronger."
    "Those who don't respect me will learn today!"
    "If the enemy asks, I am the answer!"
  • Battle Couple: He and his lover, an archer named Tope, defended their home from the beasts of the region. But K'Sante's growing recklessness and arrogance eventually drove Tope away, something he's regretted ever since.
  • BFS: His ntofos are around as big as he is. And don't forget, K'Sante is massive.
  • Bring It: He can shout several variations when going into battle:
    "Come and get it! Hahaha!"
    "Show me who you are!"
    "Clash with me!"
    "Try me."
  • Charles Atlas Superpower: As hard as it is to believe with a man of his size and strength, K'Sante has zero magical ability or augmentation. He's simply a guy who's spent his entire life training to be the best monster hunter in Runeterra.
    "It seems I am built different!"
  • Clothing Damage: K'Sante's a pretty big fan of his clothes, and takes this trope seriously if his line upon first encountering Gwen is any indication.
    (upon first encountering Gwen) No, no-no-no-no! Keep those scissors away from my clothes.
  • Damage-Increasing Debuff: Ornn mains will have an easier time understanding K'sante, as his Dauntless Instinct passive makes it such that anytime his abilities deal damage to a target, they will temporarily take extra damage the next time he auto-attacks them.
  • Determinator: Played for Drama; K'Sante was so determined to hunt down a particularly notorious beast that it manifested in self-destructive mannerisms. Tope, unable to sway his partner from this mindset, had no choice but to part ways, something that finally gave K'Sante a wakeup call.
  • Difficult, but Awesome: K'Sante is a brawler with loads of innate durability and combat potential to his name, but a lot of it is surprisingly delicate and requires lots of care to wield properly. He's reliant on landing close-ranged skillshots for his high-damage, high-crowd control combos, and his potentially high mobility is also tied to situational utility like immunity to crowd control and sharing shields with his allies. All Out is especially tricky to use right, as not only does it deliberately weaken K'Sante's durability in favor of buffing up his speed and power, it also isolates himself and his foe based on an odd terrain-based teleport mechanic that can also lead to some embarrassing self-burials... or perhaps the 1v1 victory your team needs to win the game.
  • Dishing Out Dirt: He tears apart the ground beneath him to fight his opponent, sending out earth-shattering shockwaves and breaking through terrain to score his takedowns.
  • Duel to the Death: If All Out connects with a piece of terrain, K'Sante and his target will teleport further away than normal, displacing enemy teammates and potentially forcing them to fight K'Sante all by themselves, ideally in the jungle. However, care must be taken as to where All Out is used, as it could potentially put K'Sante in a disadvantageous position where he is instead swarmed by the target's teammates or in the line of sight of an active turret.
  • Fantasy Counterpart Culture: He and his people are inspired by many West African cultures, with Ghana being cited as a primary source of inspiration.
  • Genius Bruiser: While a fighter primarily, K'Sante is also familiar with using materials from his land to craft impressive arms and bolster his defenses. And thanks to Tope, he becomes a capable strategist and hunter who can pinpoint the weaknesses of his targets.
    K’Sante studied with Nazuman scholars, learning how the materials reaped from formidable marks were used to craft advanced weaponry and infrastructure that enabled their homeland to thrive for five centuries.
    "The Pride of Nazumah"
  • Hunter of Monsters: K'Sante and the people of Nazumah have a deep, cultural pride in battling monsters that threaten their land, including massive native beasts or the ascended who tried to expand onto their domain. K'Sante himself has the body and power to match said monsters single-handedly.
  • Large Ham: He goes into battle almost always at the top of his lungs, leaving little room for subtlety with his voice lines.
    "Good! Who's next!?"
    "Keep your heads high! We are worthy!"
    "Roar with every step!"
  • Lantern Jaw of Justice: K'Sante sports a cliff face of a jawline that was all but explicitly modelled after the infamous "Gigachad" meme, and plays it up with the "Giga K'Sante" emote.
  • Lightning Bruiser: He's not as mobile as a Diver, but being a hybrid Warden and Skirmisher, K'Sante has plenty of tools for both tanking as well as to get in and out of fights when necessary.
    "Shift like the sand. Strike like the eagle."
  • Luckily, My Shield Will Protect Me: Path Maker doubles as both a disruptive Dash Attack and a barrier to block enemy crowd control, allowing K'Sante to better protect himself and allies.
  • Manly Gay: An openly gay man and very masculine thanks to his strength and bravado.
  • Manly Man: Deconstructed; he's got the hallmarks of a a traditional manly man: large, boisterous, insanely strong, and unwaveringly determined. But that intense need for validation and not accepting help is what drove his partner away from him and forced K'Sante to really reflect on whether he's worthy to be a leader.
  • Maximum HP Reduction: While using All Out, K'Sante reduces his own maximum health to only just above half of its usual amount, while his armor and magic resistance is cut to below it, albeit converting into bonus damage.
  • Morph Weapon: His "ntonfos" start off as enormous stone slabs which he wields like tonfas, but he can shatter them and transform them into sharp blades and back again.
  • Naytheist: K'Sante doesn't exactly hold the Ascended in high regard, given their long history of conflicts brought to his people's land. It's Xerath's experiments with the Baccai, however, that create even more monsters for K'Sante to have to fight.
    (upon first encountering Azir) Azir! You think you were born to rule me! But I was born to live free!
    (upon killing Azir) No chicken should play emperor!
    • Unsurprisingly, he has a good amount of respect for Pantheon because of their similar views.
    (upon first encountering Pantheon) The man who made gods bleed. Show me, Atreus.
    (upon killing Pantheon) And now, Atreus, return to your hearth.
  • The Paragon: He's not called "The Pride of Nazumah" for nothing. A man who claimed his spot as the self-made, monster-hunting champion of the city, K'Sante is adored by his people as the pinnacle of what mortal men can accomplish. Considering that Shurima is also host to the Ascended, reaching a comparable status of veneration is quite the achievement. This puts him in a position similar to both Garen and Darius, juding by how he disses them.
    (upon first encountering Darius) You think empire means strength, Darius? Grow up, boy.
    (upon first encountering Garen) Garen. All privilege, no eyes.
  • Pride: The expectations put on him to lead his people, coupled with his refusal to let his failures go, gave K'Sante a very brittle and overwhelming ego that drove him to more and more self-destructive behavior. Thankfully he's caught onto this flaw by the present, and is doing his best to correct his egotism and constant need to prove himself.
  • Primary-Color Champion: A red coat, golden accents, and blue shawl. Though the blue is a bit subdued compared to the purple shirt he wears underneath it.
  • Queer Establishing Moment: His cinematic, "Defeat Your Monster", establishes that he was once in a relationship with another man, but that K'Sante's increasingly life-threatening behavior drove him away.
  • Red/Green Contrast: K'Sante notably has a lot of red in his outfit, while his ex Tope wears lots of green to mark their contrast.
  • Shed Armor, Gain Speed: Zig-Zagging — going All Out sharpens K'Sante's bulky ntofos into piercing blades, which outright cuts his maximum health, armor, and magic resist almost by half and removes his crowd control in exchange for faster Ntofo Strikes, a much faster Path Maker, higher-ranged Footwork, and more damage and omnivamp. Despite this, the brief defensive increase of Path Maker is also significantly buffed.
  • Stance System: His ultimate, on top of having a pretty significant casting effect, also makes him temporarily ditch his giant stone slabs for sharper blades, significantly altering his stats and abilities, generally by lowering his defensive bulk and crowd control for more raw damage. While he is generally meant to play as a meaty tank that soaks up damage and tosses his foes around for the picking, this gives him a chance to go toe-to-toe with duelists or other personal threats on his own.
  • Super-Strength: If those massive weapons he carries around weren't an indication, he's shown battling a monster several times his size in his character cinematic, landing powerful and decisive blows to strike it down.
  • Three-Strike Combo: Ntofo Strikes should feel very familiar to anyone who regularly plays Yasuo or Yone. Cast as a short-ranged skillshot, successful hits deal good damage on their own, but once he can hit two strikes in quick succession, his third one creates a longer-ranged slam that knocks enemies around — in K'Sante's case, it knocks enemies towards him.
  • Top-Heavy Guy: He's got a decently-realistic pair of legs coupled with a brick wall of an upper body.
  • Video Game Dashing: Footwork is his main source of maneuverability in combat and will travel further if he's using it on top of an ally, allowing him to reach those in need to function as a warden.
  • Weapon-Based Characterization: Tonfas, the weapons his "ntofos" are based on, are primarily a defensive arm, being able to absorb the shock of enemy attacks and then swiftly strike back; it suits a warden like K'Sante who's about durability and outlasting his foes. But the nature of the weapon also means he can't risk going on the offensive, otherwise he'll land himself in needless danger. K'Sante himself struggles against his arrogance and recklessness which costed him love and his ability to lead. Smashing the ntofos into blades then symbolizes K'Sante no longer holding back and going on the offensive. And like how he learned to be more patient and opportunistic in lore, good use of his ultimate comes from learning to strike at the optimal time, allowing him to come out on top in the end.
  • What the Hell, Hero?: While K'Sante's Naytheist stance would cover most of the Ascended (and by extension the Darkin), he has a particular beef with Nasus.
    (upon killing Nasus) All those books Nasus, FOR WHAT?!

    Kai'Sa, Daughter of the Void 

Kaisa

https://static.tvtropes.org/pmwiki/pub/images/kaisa_originalloading.png
"Are you the hunter... or the prey?"

Voiced by: Natasha Loring (English/Original), JJ Fong (English/Current, Legends of Runeterra Onward) Jaira Burns (Englsih singing voice, K/DA (POP/STARS, MORE), Wolftyla (English singing voice, K/DA THE BADDEST), Blanca "Neri" Hualde (European Spanish), Angelica Villa (Latin American Spanish), Eri Goda (Japanese), Flávia Saddy (Brazilian Portuguese), Yeon-Ji Bang (Korean), Lyudmila Pivovarova (Russian)
Appears in: Legends of Runeterra, K/DA

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

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

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

Kai'Sa's alternate skins include Bullet Angel Kai'Sa, K/DA Kai'Sa, Prestige K/DA Kai'Sa, Invictus Gaming Kai'Sa, Arcade Kai'Sa, K/DA All Out Kai'Sa, Lagoon Dragon Kai'Sa, Star Guardian Kai'Sa, Inkshadow Kai'Sa, and Heavenscale Kai'Sa.

In season 1 of Teamfight Tactics, Kai'Sa is a Tier 5 Void unit with Assassin and Ranger classes. Her ability, Killer Instinct, causes her to dash to the farthest enemy champion, gaining damage-absorbing shield and attack speed buff. She was removed in season 2. She returns in season 3 using her Bullet Angel Kai'Sa skin as a 2 cost Valkyrie Infiltrator. With her Missile Rain ability, she fires a number of missiles based on her star level at every enemy within 2 hexes that each deal 50 magic damage. She was removed alongside the other Valkyrie champions in the Return to the Stars mid-set update, returning in season 6 with her base skin as a Tier 5 Mutant Challenger. Her ability was changed to Icathian Monsoon, which has Kai'Sa dash to the furthest hex from all enemies, then fires a number of missiles based on her star level that each deals magic damage spread evenly across all enemies. Kai'Sa also fires an additional missile for every basic attack she made that round. She was initially removed in season 7, but returns in the Uncharted Realms mid-set update using her Lagoon Dragon Kai'Sa skin as a Tier 2 Lagoon Dragonmancer. Her Tidal Burst ability fires 4 magic damage missiles spread amongst her target and two other enemies in her attack range, the number of missiles increasing by 2 with each cast, up to a maximum of 12. In season 8, she uses her Star Guardian Kai'Sa skin and was changed to a Tier 3 Star Guardian Recon. Her Starcharged ability passively causes her basic attacks to apply stacks of Plasma on her targets. Against targets with two stacks of Plasma, her attacks instead consume the stacks to deal a burst of magic damage. On activation, Kai'Sa gains an attack speed boost for an extended period that can stack multiple times if she casts quickly enough. Her class was changed to Quickdraw due to the removal of the Recon class in the Glitched Out!! mid-set update. In season 9, she returns to using her base skin as a Tier 4 Void Challenger. Her Icathian Rain ability is largely similar to her season 6 spell, though in this iteration the number of missiles do not increase with Kai'Sa's basic attacks and are only split amongst the four nearest enemies. In season 10, she uses her K/DA Kai'Sa skin and is a Tier 2 K/DA Big Shot. Her Got the Boom ability has her dash two hexes away and shoots a missile at her current target that deals physical damage to the first enemy hit. In season 11, she uses her Inkshadow Kai'Sa skin and is a Tier 4 Inkshadow Trickshot. Her Inkstorm rapidly fires 20 waves of ink in a line over a short period, each dealing physical damage to the first enemy hit. Enemies hit by at least 10 waves take increased damage from all subsequent waves from the same cast.

In Legends of Runeterra, Kai'Sa is a 5-mana 4/4 Shurima Champion with Quick Attack and Evolve who creates a Second Skin (a 0-mana Fleeting Slow spell that grants all positive keywords on an allied unit to all your copies of Kai'Sa) when summoned and whenever you gain the attack token. When you trigger Evolve she levels up, casting Icathian Rain (a skill that deals 1 damage for each positive keyword Kai'Sa has, evenly distributed among all enemy units and the Nexus, prioritising the lowest-health targets first) when she attacks. Her signature spell is Kai'Sa's Supercharge.
  • Adaptive Ability: Her suit, like other voidborn, has the ability to adapt to the environment around it and grant Kai'Sa new functions and abilities. In League, this is reflected by her evolving attacks which correspond to whatever stat she's building; attack speed, ability power, or attack damage. LoR's take comes in the form of the Evolve keyword, granting her bonus stats for any positive keywords her allies have, and her Second Skin ability, granting her an ally's keywords.
  • All-Loving Hero: With the exception of anything void-related, Kai'sa values life and culture in all of its forms, resolving to protect it at all costs.
    "This place is beautiful, I'm going to save it."
    "The Void will not consume me, but I must act or the others will not be as lucky."
  • The Aloner: As a human that's touched the Void, most people fear Kai'sa, making her keep her distance as a result. She's so used to this response that she just calmly accepts the outcome and works alone.
  • Arson, Murder, and Jaywalking:
    "My carbon fiber exoskeleton is invulnerable to micro-meteorites, re-entry, and the vacuum of space. It has but one flaw: it can be a tad itchy."
  • Art Evolution: Kai'sa has two counts of this trope, both of which seem to be trying to address the most-often critized parts of her design; That despite being a human fighting to survive for decades in an Eldritch Location, she doesn't show it.
    • Both Bel'veth's reveal and Legends of Runeterra go out of their way to emphasize that while Kai'sa might look and be human underneath the Bio-Armor, her mentality is decidedly more ferocious than even most human combatants - often not hesitating a second to put on her Game Face and fight with an inhuman ferocity when faced with the void.
    • Speaking of the Bio-Armor, while the earlier incarnations looked like a Spy Catsuit with a few Tron Lines, later appearances have gone out of their way to add substantial bulk to the armor and emphasize its monstrous nature - from how it bonds with her so thoroughly that peeling it away forcefully is like ripping off adhesive tape, to how the Hartman Hips it gives her can fold out into teeth large enough to gore someone with, to how it changes on a whim to make her more dangerous - from making claw-gauntlets that shoot void energy to making foot-talons for goring. The Bio-Armor at the time of writing feels like the barely-kept-in-check monster that her lore portrays it as.
  • Ascended Extra: Years ago, there was a Journal of Justice story about Malzahar attempting to sacrifice Kassadin's daughter but accidentally sending her to the Void instead when Kass interfered. This "lost daughter" subplot was reworked, with Kai'Sa being a little girl who fell into the Void along with many others when Malzahar opened a rift under her village, but it was later confirmed that Kai'Sa was Kassadin's daughter anyway.
    Kai'Sa: I forgive you, Malzahar. But I do not forget.
  • Beauty Is Never Tarnished: In stark contrast to Malzahar and Kassadin, Kai'Sa isn't all that warped beneath her skintight Voidborn biosuit — if her splash art is to be believed, she even manages to have eyeshadow, lipgloss, and eyebrows on fleek, with the closest thing to damage being her Facial Markings. This is presumably justified by the fact that rather than being directly transformed by the Void's corruption, Kai'Sa remains shielded by the symbiote covering her head to toe (canonically, she spends most of her time with a helmet that she can equip in-game), but it's still a bit silly when cinematics like "Warriors" or "The Call" — despite affirming her background of constantly fighting Void monsters — renders her with some of the most perfect skin out of any character in Runeterra.
  • Big Damn Heroes: She saves Ezreal from being overrun by a tide of voidlings when he gets trapped inside a tomb with them in the "Warriors Season 2020" cinematic. He returns the favor once she herself is swarmed by them, rather than simply escaping with his treasure.
  • Bio-Armor: Her bodysuit is a Void carapace, a living and sentient entity with which she has a strained relationship.
  • Blessed with Suck: The living suit she wears gives her a tremendous amount of power and survivability, being what's kept her alive for so long. But it's also parasitically bonded to her, something she describes as like being covered in ticks, and people assume she's something more inhuman and voidlike, avoiding her as a result.
    It clings to my skin, all across my body, as if a thousand tiny hooks are digging into my flesh
    "Monstrous"
  • Body-Count Competition: When in-game, she audibly keeps track of the amount of kills she secures, counting all the way up to 25 before she stops bothering.
  • Boobs-and-Butt Pose: K/DA Kai'Sa's splash art has this. Her boobs aren't the prominent focus, being slightly obstructed by her arm, but the pose gives a very flattering view of her nice butt.
  • Brutal Honesty: She doesn't like to downplay the danger of the Void, nor give people false hope in solutions that don't exist. Even when Taliyah and her people are committed to journeying to Xolan in order to find a safe haven, Kai'Sa tries to help them face the reality that it might be for naught, even though she hurts people's feelings in the proccess.
  • Clothes Make the Superman: Kai'Sa's symbiotic void suit is the source of her powers.
  • Come with Me If You Want to Live: Kai'sa knows firsthand the ins and outs of the Void and how to fight it's monsters; she relays this information to whoever she meets to increase their odds of survival, even if they'd hesitate to listen to her.
    "Here is where we make our stand. Do as I say, it's the only way if we want to live."
    "Stay with me, and we live."
    "'Come with me if you wanna live."
  • Confusion Fu: Her passive and abilities enable her to switch to different attack patterns throughout the game. As such, she can go for attack speed or just straight on damage. Add on her ability to warp to tagged targets in the chaos of a team fight, and her temporary invisibility with Super Charger, and you have a very annoying marksman in the hands of a guile player.
  • Dark Is Not Evil: She wears a suit formed from the very parasites that ravage her home, but is a hero through and through.
    "My appearance may frighten you, but make no mistake: I am on your side, and we fight to the bitter end."
  • Determinator: Being isolated in the desert and growing up surrounded by Void predators, Kai'Sa remains an idealistic protector of humanity.
  • Difficult, but Awesome: Similar to Vayne, Kai’Sa has to play up close and personal thanks to her short attack range, and while several abilities give her a lot of playmaking potential, it’s very easy to go in too deep and just... die. She also some of the most intense orb-walking in the game with Supercharge's attack speed stim, has a weak early game, and incredibly versatile build paths thanks to her passive and AP/AD scaling. She tends to have a low win rate among other bot lane carries as a result of all of this, however, in the right hands, Kai’Sa has obscene mixed damage and hyper carry potential, while having some of the best playmaking tools of any ADC and being very hard to kill if she uses all of her mobility well.
  • Dude, Where's My Respect?: In "The Girl Who Came Back", Kai'Sa encounters and saves a little girl from the Void spawn. The girl is very thankful, but her fellow villagers see Kai'Sa as a monster and tell her to get lost.
  • Evolving Attack: Upgrading Kai'Sa's stats will result in her abilities all gaining massive boosts in power and functionality, making her threat in the late game notably powerful.
  • Face of a Thug: Kai'Sa canonically keeps her symbiote-formed helmet on much of the time, and even when she lets it down to show her real face, the rest of her void-like appearance gives her a hard time to convince others that she's really on their side.
  • Facial Markings: She has a distinct set of smears across her face that look like they were made from monster blood.
  • Flash Step: Supercharge gives Kai'Sa a burst of movement speed (and, once evolved, invisibility) while she's charging it up, letting her quickly reposition before unleashing with a large bonus to her attack speed, enhanced by a drastic reduction of her attack wind-up time. Notably, the higher her attack speed is, the more movement speed she gets, while the channel duration that she gets it for becomes shorter, meaning the distance she can move with the movement speed boost doesn't increase, so rather than being able to cover more distance she just covers the same distance quicker. With the stealth evolution, she literally vanishes for half a second then reappears a short distance away.
    • Killer Instict lets her lunge with blinding speed to either a location close to her, or close to any enemy in a wide range around her who's been tagged with her passive, allowing her to fly from practically out of nowhere to unload on someone. Unlike Supercharge, it also lets her cross terrain.
  • Fragile Speedster: Kai'Sa was conceptualized to be a "run and gun" marksman, and her Icathian Rain and Supercharger emphasize dealing damage while on the go. Of course, like with most marksmen, she has the durability of tissue paper, and her only major dash or sustain are built into the same ability, her ultimate.
  • From Zero to Hero: Her bio emphasizes the fact that she was more or less unremarkable before being lost in the void, just a girl living her life with her parents and village.
    She did not descend from tribal warriors hardened by generations of battle, nor was she summoned from distant lands to fight the unknowable menace lurking beneath Shurima. Rather, she was just an ordinary girl, born to loving parents who called the unforgiving southern deserts their home. This was where she would spend her days playing with friends, and her nights dreaming about her place in the world.
    Daughter of the Void
  • Game Face: She has a mask that her Void suit can put up before she flashes to different targets. Likewise, players can choose to toggle it on if they feel like it.
  • Gatling Good: Bullet Angel Kai'Sa will hold two miniguns under her arms after using Supercharger, similar to tonfa.
  • Glass Cannon: A given like most marksmen champions, but she's on par with champs like Vayne in terms of utter severity of both ends. Her hybridized kit allows her to deal a staggering amount of fast physical, magic, and fixed percent-health-based DPS, but this comes at the cost of having the durability of tissue paper, with her only innate defense mechanisms being her brief mobility with Supercharger and potentially a shield from Killer Instinct, her ultimate, which also doubles as an engage.
  • Gun Fu: Nowhere near the extent of Lucian in regards to gameplay, but it's hard to watch a supercharged Kai'Sa pull off a different (sometimes mid-air) pose after every shot and not think of this trope.
  • Harmful to Minors: The void attack on her village happened when she was ten, killing almost everyone she knew, including her mother. Anyone left was barely alive enough to survive inside the void with her, and she had to listen to them all fade away.
    They called out to each other feebly, repeating their names one by one like a mantra. Sadly, by the third day, hers was the only voice left. Her friends and family were all gone. She was alone in the darkness.
    Daughter of the Void
  • Hartman Hips: Zigzagged, her Void symbiote is partially responsible for this trope, making her hips look way bigger than they are.
  • Helmets Are Hardly Heroic: Zig-zagged. Kai'Sa does have a helmet, but it's only activated by default on her dash. It can also be toggled on if the player wants.
  • The Hero: Of the 2022 Star Guardian Event, complete with a legendary skin and being the center of the event's lore and marketing.
  • Hero with Bad Publicity: Despite being a fervent defender of humanity, the years spent being bonded to a void creature have alienated Kai'sa to other people who see her as some kind of inhuman predator. She keeps her distance from them for this reason.
  • Heroic Host: She may be using a Void creature as her weapon, but Kai'Sa has no evil intent and uses it to fight other Void monsters.
    Though she has slain countless Void-constructs, she understands that many of the people she protects would see her as a monster herself. Indeed, her name has begun to pass into legend, an echo of the ancient horrors of doomed Icathia.
    Daughter of the Void
  • Hit-and-Run Tactics: Kai'Sa's kit lends to a very kite-heavy playstyle of weaving in and out of range with Supercharge and blasting foes apart by stacking her passive.
  • Hope Spot: Like other marksman with long range skill shots, Kai'Sa can tag someone who just got away with Void Seekers. If they survive that, she can flash step to them with Killer Instinct to finish them off personally.
  • Horror Hunger: Kai'Sa's symbiote is able to gain nourishment through killing other Void-spawn, described as not being very pleasant for Kai'Sa herself, who is still capable of getting sustenance from normal food, including peaches. However, the symbiote doesn't like that, so Kai'Sa is continually forced to feed on its terms lest she be its next meal.
    • She implies that the suit's hunger also spreads to her.
      My armored skin wants to feed on him, and I recoil as I realize a part of me wants to as well.
      "Monstrous"
  • Horrifying Hero: Because she's effectively the host of an Eldritch Abomination symbiote, most people fearfully react to her as a threat. She is disappointed by this, but she's ultimately still a well-meaning protector driven by the rare moments of humanity and kindness she can get.
  • Hunter of Monsters: Specifically of Void monsters; Kai'Sa's whole life has been dedicated to traversing beneath Shurima and slaying incoming threats to its people. She's gotten so good at it that she's memorized how the various horrors of the Void behave, letting her recognize when something is off or unprecedented like meeting Bel'Veth.
  • Hybrid Power: While there are plenty of champions who have the option of building attack damage and/or ability power and still remain effective, Kai'Sa's Living Weapon passive effectively requires her to build both, and attack speed, in order to gain its ability bonuses. As a result however, this potentially allows her to deal frightening DPS that can shred through even tanky champions should she successively land her shots.
  • Improbable Self-Maintenance: Kai'Sa was claimed by the Void when she was a child and forced to fight for her life against the Eldritch Abominations that populate it, going so far as to broker a deal with a symbiote monster to satiate its Horror Hunger continuously lest she become its next meal. Despite this, she survives into adulthood with flawless skin, glossy hair, and a svelte physique.
  • Like Parent, Like Child: Just like her papa Kassadin, she's a semi-ordinary human who's life was upended by the Void and has since then grafted a piece of void tech onto her body to battle the horrors it's unleashed onto Runeterra. Both are also good-hearted people despite their alien and creepy choice of apparel.
  • Long-Lost Relative: She's Kassadin's long-thought-to-be-deceased daughter. This wasn't strictly confirmed for many years, but it was held by Rioters as "a commonly-held player theory." Several points did exist to imply this from the start — she was present during Malzahar's Void-rifting disaster, which led Kassadin to have been separated from his wife and daughternote  — but it wasn't until Bel'Veth's release that cemented them being father and daughter.
  • Luke, You Are My Father: She'll outright reveal, if she's teamed up with Kassadin, that she's his long-lost daughter.
    "Father?"
  • Macross Missile Massacre: Icathian Rain, especially when empowered by her passive, spews missiles everywhere, and is Kai'Sa's primary damaging ability due its ability to wave clear and burst down champions all in one.
  • Magikarp Power: As per usual with most marksmen, and especially for a hyper-carry, Kai'Sa has a pretty weak laning phase, but can become an absolute monster once she gets her items and levels. Thanks to her passive, her power spikes are exceptionally noticeable and deadly due to how it expands her abilities. Void Seeker for example becomes highly spammable in the late game due to refreshing its cooldown on hit.
  • Missing Mom: Her mother, and Kassadin's wife, is all but confirmed to have been killed by the Void consuming their village.
  • Ms. Fanservice: Despite being bonded to a void creature, Kai'sa is still quite attractive. Not only that, but her suit has a very prominent Cleavage Window and years of surviving in the void gave her quite the fit figure. Her K/DA skins put further emphasis on this, with her wearing Painted-On Pants.
  • My God, What Have I Done?: Kai'Sa has special dialogue upon killing an enemy Kassadin that suggests she at least subconsciously realizes they were related:
    Kai'sa (upon killing an enemy Kassadin): Something isn't right...
  • Navel-Deep Neckline: Without her mask on, Kai'Sa's symbiote suit gives her a pretty deep neckline, leaving her with this. When Riot got heat from some fans who find it to be out-of-place Fanservice, they explained that she showed less skin early in her development, but it consequently made her look in-game to playtesters more like a "Void creature or corrupted human" than the "normal person wearing a Void-suit" they were going for. The deeper V-neck seemed to fix this issue, so it stuck.
  • Nice Girl: Denounced by humanity, Kai'Sa nonetheless acts as the silent protector against Void predators. She shows this by protecting another stranded human against the Void creatures despite the same guy being an Ungrateful Bastard.
  • Painted-On Pants: K/DA Kai'Sa wears very tight pants. They're tight enough that the Prestige Edition has some visible pantylines.
  • Power Armor: Her bio-suit enhances all of her physical traits from strength, speed, and even metabolism, allowing her to survive for years in Shurima's caverns.
    I’m half dragging, half lifting him, which would be hard if it wasn’t for the strength my living armor gives me.
    "Monstrous"
  • Power Palms: When not using energy gauntlets or the aforementioned Gatling tonfa from Supercharger, Kai'Sa fires her basic attacks from the palms of her hands.
  • Punctuation Shaker: Like all the Void monsters (but not Kassadin or Malzahar), Kai'Sa has a name in two parts. She changed it herself (from the original Kaisa), to show her kinship with the Void.
  • Seen It All: Given that she's survived for years since childhood fighting for her life in an Eldritch Location, it's a wonder her sanity hasn't completely evaporated.
    "Imagine a place where it's always night and you're holding faith for a dawn that never comes. I don't have to imagine. I've been there."
  • Simple, yet Awesome: Kai'Sa's main kit is all about relentlessly blasting at enemies with autos and abilities, so it might seem underwhelming at first that her ultimate, Killer Instinct is a positioning tool that merely shields her and puts her around a marked enemy. However, this is an extremely valuable bit of utility, as not only does its immense range make her outstanding at chasing down fleeing targets, it's also very useful for flanking and playing teamfights back-to-front should she choose. Whereas most other marksmen have no choice but to just shoot whatever's in front of them, Kai'Sa is the only marksman with the option to entirely bypass the enemy frontline, allowing her to pick off the more important targets in the back before retreating.
  • The Stoic: Spending many years alone in the Void-infested Shuriman catacombs away from humanity has done an emotional toll on her, and as ultimately determined and hopeful as she is, she isn't exactly on the emotive side.
  • Super Mode: In LoR, Kai'Sa's level 2 art shows her suit having grown further on her body and granting her even more power and alien qualities. Concept art shows a pretty grotesque detailing of what that entails such as huger thrusters, her feet transforming into three-digit claws, her arm splintering into a powerful cannon, and for some reason her hair getting longer.
  • Symbiotic Possession: Just to be clear, Kai'Sa and her Void symbiote are not friends. They're forced to work together in order to survive, and it's stated that if Kai'Sa can't obtain more food for her second skin, the Void symbiote would devour her instead. Right now however, the symbiote provides Kai'Sa her powers to survive, while her determination and knowledge give them the edge they need to actually take down larger Void monsters.
  • Touched by Vorlons: It's implied all the time she's spent near the Void has altered her on a physiological level. In "Monstrous" she describes being able to see unearthly colors.
    My eyes only ever saw in degrees of darkness, but the sight I now have shows me much more than I ever knew was possible. Now, I perceive colors that don’t exist in nature, as well as hues and shades that reveal how the walls keeping the monsters out aren’t solid at all
  • Trademark Favorite Food: She has a fondness for fruit, specifically peaches.
    "I've seen things you people wouldn't believe... attack ships on fire on the shoulders of a... Are those peaches?"
  • Video Game Dashing: Killer Instinct, a dash that's so fast that it borders on Flash Step. It is considered a dash and not a blink, which means it can be still intercepted by the likes of Poppy's Steadfast Presence.
  • What the Hell Is That Accent?: Kai'Sa speaks with an accent that's been ambiguous enough to confuse a few viewers. She was hinted at by a Rioter to be speaking a South African accent like her English voice actress's normal voice, consistent with Shurima's African and Middle Eastern influence, but many fans have interpreted it to sound closer to an Australian or Kiwi accent. Her second actor, JJ Fong, is in fact from New Zealand.

    Kalista, the Spear of Vengeance 

Kalista vol Kalah Heigaari

https://static.tvtropes.org/pmwiki/pub/images/kalista_originalloading.jpg
"Death to all betrayers!"

Voiced by: Misty Lee (English), Rosa Sánchez (European Spanish), Laura Torres (Mexican Spanish), Haruka Shibuya (Japanese), Lúcia Helena (Brazilian Portuguese), Ha-Yeong Kim (Korean, League of Legends), Sae-Ah Lee (Korean, Legends of Runeterra), Marina Bakina (Russian)
Appears In: Legends of Runeterra, Ruination

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

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

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

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

In season 4 of Teamfight Tactics, Kalista is a Tier 3 Cultist Duelist using her Blood Moon skin. Her Rend ability passively causes her basic attacks to lodge spears into her targets, each spear dealing magic damage based on their maximum health when ripped out. Kalista automatically rips spears from enemies if doing so would kill them. In season 5, she uses her base skin as a Tier 1 Abomination Legionnaire. Her ability was changed to Pierce, which throws her spear at the furthest enemy, dealing a percentage of her attack damage and bonus physical damage to the first enemy hit. If the spear kills an enemy, it will continue past its victim, dealing the ability's excess damage to the next enemy hit. She was removed in season 6, returning in season 9 with the same skin as a Tier 3 Shadow Isles Challenger. Her Pierce and Rend ability is largely identical to her season 4 spell, though in this iteration spears deal flat true damage when removed instead of percent max health magic damage, and the ability now has an active component where Kalista immediately impales 6 spears into her current target. She was removed along with the Shadow Isles origin in the Horizonbound mid-set update

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

    Karma, the Enlightened One 

Darha (Karma)

note 
https://static.tvtropes.org/pmwiki/pub/images/karma_originalloading.jpg
"Always trust your spirit."

Voiced by: Rashida Clendening (English/Current), Danielle McRae (English/Pre-VGU), Kerygma Flores (Mexican Spanish), Victoria Angulo (European Spanish), Junko Kitanishi (Japanese), Marize Motta (Brazilian Portuguese), Hyun-Shim Kim (Korean), Olga Zubkova (Russian)
Appears In: Legends of Runeterra

"As Ionia changes, so must I."

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

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

Karma's alternate skins include Sun Goddess Karma, Sakura Karma, Traditional Karma, Order of the Lotus Karma, Warden Karma, Winter Wonder Karma, Conqueror Karma, Dark Star Karma, Dawnbringer Karma, Odyssey Karma Ruined Karma, Tranquility Dragon Karma, and Faerie Court Karma. Wild Rift exclusively includes Stargazer Karma.

In season 2 of Teamfight Tactics, Karma uses her Dawnbringer Karma skin and is a Tier 3 Lunar Mystic. At the start of combat she tethers herself to the closes ally. Her ability is Inspire which grants the ally she's tethered to (or a random one if her chosen ally is already dead) a shield which gives them a large AS boost for as long as it holds. She returns largely the same in season 3, only with the Dark Star buff replacing Lunar. She was removed in season 4. In season 5, she returns to using her Dawnbringer Karma skin as a Tier 4 Dawnbringer Invoker. Her ability was changed to Soulflare, which fires a burst of energy at a random target that deals magic damage to surrounding enemies, reduces Karma's maximum mana down to a minimum, and mana-locks her for a brief period. Every third cast is empowered to fire three bursts of energy at different targets instead. She was removed in season 6, returning in season 7 using her Tranquility Dragon Karma skin as a Tier 1 Jade Dragonmancer. Her new Inner Flame ability fires a burst of energy at her target that deals magic damage in a small area around the first enemy hit. She was removed in season 8, returning in season 9 using her base skin as a Tier 3 Ionia Invoker. Inner Flame returns as her ability, though in this iteration every third cast fires three bursts of energy and random enemies instead.

In Legends of Runeterra, Karma is a 5-mana 4/3 Ionia Champion who generates a random spell from her your regions in your hand at the end of each round. When you become Enlightened (reach the maximum 10 mana crystals) she levels up, gaining +1/+1 and additionally causing any spell you cast while she's in play to cast an additional time on the same targets. Her signature spell is Karma's Insight of Ages.
  • Ambiguously Brown: Karma has much darker skin than the average Ionian champion.
  • Anthropomorphic Personification: Technically speaking, Karma is merely the living embodiment of the Ionian spirit. Who we know as the champion is her most recent incarnation in a long line of avatars.
  • Balance Buff: Karma is arguably the first champion to have received what the game now considers a full visual-gameplay updatenote . Old Karma was known as a Combat Medic support with surprisingly very limited reach, almost completely lacking an ultimatenote , and was overly-dependent on her allies to be of usenote , overall resulting in a champion so complicated that it was impossible for her to actually do her job. Karma's VGU scrapped all the convoluted tech and made her into more of a straightforward burst mage, one with shielding capabilities that are much more practical to use, and overall giving her more autonomy so that allies need her, not the other way around.
  • Barrier Warrior: Karma's abilities revolve around damaging and hindering enemies while also shielding and quickening allies. An empowered Inspire, Defiance, exemplifies this aspect of her, shielding and speeding up all allies around the initial shielded target while simultaneously damaging enemies around the initial target.
  • Big Damn Heroes: Saves Irelia's butt in the "Awaken" cinematic, right as Sion tries burying his ax in it.
  • Brainwashed and Crazy: Ruined Karma depicts her in a state being controlled by Viego. Rise of the Sentinels shows her as lapsing in and out of her normal self and Ruination, with the Black Mist preying on her vulnerabilities and swaying her into giving in to protect Ionia, while she is able to maintain a level of focus through meditation.
  • Combos: Empowered Inner Flame leaves behind a circle that detonates after 1.5 seconds - despite the slow empowered Inner Flame inflicts, the small size of it still easily allows a player hit to walk out of the explosion circle... good thing Focused Resolve snares an enemy target still after two seconds, know what we're saying? We're saying to use the snare to stop people from running out of the circle.
  • Cooldown Manipulation: Gathering Fire reduces the cooldown of Mantra whenever Karma's abilities or autoattacks damage enemy champions.
  • Crutch Character: While still a useful champion in late game due to her supporting capabilities, Karma's power is based on the fact that she starts with Mantra at level 1 instead of getting a true ultimate ability at level 6. While her Mantra-enhanced abilities aren't as powerful as a real ultimate, they're far stronger than any other champions' equivalent abilities at that level - a single Soulflare (Mantra-enhanced Inner Flame) for example can seriously chunk an opponent down in only a few hits in the early game.
  • Death of a Thousand Cuts: Her Gathering Fire passive reduces the cooldown of Mantra by 2 seconds every time she damages enemies with an ability and 1 second every time she damages enemies with autoattacks. Since having Mantra available often is essential to making the most of Karma's abilities, this encourages a playstyle of constantly harassing the enemy.
  • Determinator: Karma's willpower knows no bounds, and once she's decided on a course of action, she's immovable. It led her to trashing an entire Noxian fleet despite Ionia's traditional pacifism during the invasion, and she was undaunted by the monks that claimed she disgraced Ionia and her predecessors, silencing their protests and contuing her work as a Martial Pacifist. In her own words...
  • Double Meaning: Her joke, revolving around the fact that she's got both a speed up and a snare:
  • Dragons Up the Yin Yang: Karma wears a symbol of two green limbless dragons facing each others' tail on her back, clearly resembling the silhouette of a yin-yang. This is best seen in the ability icons for her Gathering Fire passive and her Mantra ultimate.
  • Gratuitous Foreign Language: She has a four-syllable verbal response to casting Mantra, though it's deliberately kept vague by the production team whether she's speaking an actual language or if it's a four-syllable mantra chant. In-universe, it's a special dialect of Ionian.
  • He Who Fights Monsters: Defied by one of her lines. She hopes to instill reason into the resistance fighters that hate Noxus and want to strike back to avenge everything and everyone that they lost.
  • Heroic Willpower: During "Ruination", Karma is almost overtaken by the brainwashing influence of the Ruined King, but unlike Darius, she manages to break out of it and retaliate on her own. This ends up being zig-zagged later on as she does end up gripped by the Black Mist, but instead of being consumed outright, she's putting up a strong enough fight that she merely lapses in and out of its influence.
  • I Can Still Fight!: An empowered Focused Resolve, Renewal,, heals Karma for the duration of the tether; in tandem with her shield, it can give her deceptive durability at low health.
  • In Name Only: Karma was the first champion to be "relaunched," which basically means removed from the game and replaced with a new champion with the same name. Prior to this, Evelynn had previously had a massive kit overhaul, but that change was restricted only to her gameplay. Karma's general theme is still the same, but her model, voice and lore have been rewritten and her kit is almost completely different.
  • Jack of All Stats: Karma doesn't deal as much burst or sustained damage as a pure mage, neither does she offer as many supportive skills as a pure support, but she offers a mix of both, and thus can be either an aggressive support or a high-utility mage, if played right. If played wrong, though....
  • La Résistance: Joined forces with Ionia's version of this to drive the Noxian forces back.
  • Legacy Character: Karma is actually a perpetually-reincarnating spirit of Ionia who takes host to human forms over lifetimes, similar to Avatar. Our current version of Karma was originally named Darha, inheriting the title when she was 12 after the previous incarnation (conversely an old man) had died.
  • Martial Pacifist: In her backstory, one of her defining moments was obliterating a Noxian commander and his crew with her spiritual energy during the Noxian invasion of Ionia, after her the monks training her asked her to allow the conflict to pass. In the present, Karma strives to teach her followers the importance of living peacefully, but fighting back when necessary.
  • Mechanically Unusual Class: Karma's Mantra is all about bolstering her next regular ability she casts and her passive reduces its cooldown each time she attacks an enemy or casts a spell. While empowering normal abilities as a core gameplay mechanic isn't unheard of (for example, there's Heimerdinger's UPGRADE!!!), she stands out as having no true ultimate since Mantra is already unlocked at level 1, though it can be leveled up when an ultimate ability would normally.
  • Not the Intended Use: Karma is intended to be a well-rounded Jack of All Stats, but is primarily balanced around being a mage/support hybrid. One unintended path that pops up now and then is building her as a tanky toplaner, sacrificing a bit of her damage for insane resilience and self-peeling/kiting potential, with her Focused Resolve, Inspire, and their upgraded counterparts known for giving many toplaners (many of whom are largely melee-based) a hard time. It's not incredibly common since she's very dependent on her cooldowns and her lack of damage becomes a much bigger deal as the game goes on, but her crowd control and peeling can outperform other tanks.
  • Past-Life Memories: Karma inherits the memories of her previous incarnations - one of the first signs to her that she became its most recent one was vividly encountering them in her dreams.
  • Power Glows: When Karma casts Mantra, the green tattoo-like markings on her body glow brightly until she casts one of her empowered abilities.
  • Power Makes Your Hair Grow: Downplayed. Ruined Karma is shown with long white hair, presumably gained from being corrupted by the Black Mist. However, regular Karma has a rat-tail hair style in the back, while the Ruined Karma's hair is more voluminous.
  • Soul Power: Karma has the ability to manipulate the power of her soul, otherwise known as spirit magic. It takes the form of magical green energy that damages and slows or roots enemies, shields and speeds up allies, and even allows her to heal herself.
  • Status Buff: Inspire and its empowered version, Defiance, grants Karma and/or an allied champion or champions a shield that absorbs damage, as well as bonus movement speed for the ability's duration.
  • Take a Third Option: She hopes to find a balance between the spiritual traditionalists and the war-hardened resistance fighters to build a stronger Ionia that can live in peace.
  • Traumatic Superpower Awakening: She always had the gift of powerful spiritual energy, but she kept it in reserve since her culture abhorred violence. When faced with an enemy intent on wiping the Ionians out, Karma desperately channeled her energy into a mighty dragon-shaped fire to fight back, unlocking her potential for using it offensively as well.
  • Warrior Monk: A former pacifist spiritual leader who was forced to use her powers to fight the Noxians off. Gameplay-wise she's more of a caster than a physical monk, though her abilities reflect her dual nature of offense and defense.
  • You Will Not Evade Me: Karma makes an effective chaser and catcher, as Soulflare slows enemies hit by it, and Karma can easily pop an Inspire on herself to speed herself up, followed by a Focused Resolve to tether and root the enemy she's chasing.

    Karthus, the Deathsinger 
https://static.tvtropes.org/pmwiki/pub/images/karthus_originalloading.jpg
"Agony, ecstasy, peace. Every passing has a beauty all its own."

Voiced by: Unknown (English/Current), Adam Harrington (English/Pre-VGU), José Ángel Fuentes (European Spanish), Manuel Campuzano (Mexican Spanish/Current), Germán Fabregat (Mexican Spanish/Pre-VGU), Akio Hirose (Japanese), Walter Breda (Brazilian Portuguese/Current), Isaac Bardavid (Brazilian Portuguese/Pre-VGU), Seong-Tae Park (Korean), Konstantin Karasik (Russian/1st Voice), Igor Staroseltsev (Russian/Current)

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

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

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

Karthus' alternate skins include Phantom Karthus, Statue of Karthus, Grim Reaper Karthus, Pentakill Karthus, Fnatic Karthus, Karthus Lightsbane, Infernal Karthus, Pentakill III: Lost Chapter Karthus, and Elderwood Karthus.

In season 1 of Teamfight Tactics, Karthus is a Tier 5 Phantom Sorcerer. His Requiem ability is a long channel that upon completion deals heavy damage to randomly selected champions, with number of targets based on his star level. He was removed in season 2, returning in season 10 using his Pentakill Karthus skin as a Tier 4 Pentakill Executioner. His Mortal Reminder ability is similar Requiem, but in this iteration targets the 5 lowest health enemies, and restores mana to Karthus for each enemy killed by the spell.
  • The Alcoholic: Pentakill Karthus (at least in the Pre-Continuity Reboot lore) apparently has a drinking problem, as shown in this (hilarious) Champion and Skin sale here.
  • Ambiguously Evil/Affably Evil: Karthus wants to wish death upon the living, but prefers to do it quickly and without much pain and sees death not as painful suffering, but as peaceful bliss and clarity—indeed, what he likes most about undeath is permanently being in the liminal moment of clarity on death's threshold. He despises Thresh and Elise's methods, seeing as they regularly torment the dead, Elise to stay alive and Thresh For the Evulz.
    "You all die, why not choose how?"
  • Ascended Meme: Press "R" to Win, named after his ult that targets everyone on the field and is legendary in mopping up teamfights and securing kills. His ult is terrifying in just about any situation with low health, because if a Karthus with his ult sees that you're low on health you are already dead. One of his jokes goes as follows:
  • Awesome, but Impractical: His Lay Waste ability has literally unmatched damage potential, but is so breathtakingly difficult to hit an active target consistently with it (with a seventy percent hit rate being considered amazing by tournament players) that you'll likely never see the full benefits of its massive damage output short of him having the target held down for him.
  • Blue-and-Orange Morality: Death = Good, Life = Bad. That's as simple as it gets.
  • Can't Hold His Liquor: Said word for word by Mordekaiser regarding Karthus's drinking problem. It goes right through him.
  • Cryptic Conversation: Karthus makes a habit of replying with these when asked any question.
  • Death from Above: A cyan torrent of necromantic energy, along with a Pre-Mortem One-Liner.
  • Death of a Thousand Cuts: Getting hit by Lay Waste once isn't that worrisome (unless Karthus is fed), getting hit by 15 of them probably will be. With a low mana cost and very low cooldown time, a competent Karthus will land as many of them as possible in a short period of time, so get used to constantly moving in unpredictable patterns to avoid the bubbles of pain.
  • Difficult, but Awesome: Yes, in spite of his "Press R to Win" reputation, he is damn hard to play properly, since his Lay Waste needs some quick wit to land (with a half-second delay and very small blast zone). Also, he has no mobility-enhancing ability and thus has to watch his positioning, as this makes him very vulnerable to ganks and all-ins from mid lane assassins. While he is not the hardest mage to use well (that is still a three-way tossup between Syndra, Azir, and Orianna), he definitely has one of the highest skill floors. A bad Karthus will get pounded into dust in lane and will spend the rest of the game politely tapping people, constantly running out of mana, and pissing off their teammates when they use their ult to poach kills that they did not deserve. A good Karthus will play it safe in lane and farm from afar, then provide a steady flow of damage from out of the enemy's reach later on and use their ult to pick off fleeing targets. A great Karthus will safely farm from a great distance, poke you when you try to farm with Lay Waste, all-inning you with a barrage of them if you get cocky, then lead aggressive pushes with steady, constant AOE damage that leaves the enemy wondering where their health bars went, all the while keeping his ult on reserve to leave no survivors, stop teamfights around objectives before they'd happen, weaken pushes, or as a final "fuck you" to the enemy team if they manage to take him out.
  • Enemy to All Living Things: His lore implies that he wants to bring the entire world into undeath.
  • Even Evil Has Standards: His quotes imply that he thinks little of the way Elise tricks her followers to their deaths, and he doesn't approve either of the way Thresh tortures the dead after he kills them. Not that that wins him many points, as he's perfectly fine with Thresh tormenting the living.
  • Evil Sorcerer: This guy wants to kill the world with his requiem - doesn't get much more Evil Sorcerer than that. His Lightsbane skin is basically the DnD version of the trope.
  • Expy: As one of the original 40 champions, he acts as one to Zeus from Dota—a character with a spammable magic damage spell used for last-hitting and poke, strong sustained AoE magic damage, and a global damage ultimate. Downplayed, however: unlike Zeus (who would rather keep his distance from a fight), Karthus's passive and E encourage him to occasionally get up close and personal.
  • Glass Cannon: Difficult to be aggressive with and very vulnerable to mobile enemies, Karthus' kit and passive nonetheless lets him be very likely to do a lot of damage even if he's quickly focused down and killed... and of course, if he lives the entire time, he is capable of doing even more.
  • Glowing Eyelights of Undeath: Undead? Check. Glowing eyes? Check.
  • Grim Reaper: Grim Reaper Karthus, in case you couldn't guess.
  • Herd-Hitting Attack: Lay Waste's explosions technically qualify as one, but they hit much harder when there's only one target. The real Herd-Hitting Attack is his E ability, Defile — what can only be described as a huge swirling gyre of screaming, ghostly hell-worm-leech-things centered around Karthus. Don't deliberately get into a pitched teamfight while on top of an enemy Karthus who is using this.
  • The Heretic: In his new lore, Karthus' obsession with death led him to join and rise quite high in the Order of the Tallymen of Kindred. After his transformation into an eternally unliving lich, he's now probably their worst enemy as well as an abomination to his former order.
  • Hope Spot: #1 in the game at these. Got away with low health? Not anymore.
  • Kill Sat: His ultimate ability is this to all enemy champions. This led to the "Hey Karthus! PRESS R!" meme referencing how some teammates will tell Karthus to ult low-health enemies as if calling down a tactical airstrike.
  • Large Ham: Karthus constantly shouts at his opponents about their impending doom in a theatrical manner whenever he casts one of his spells (besides his spammable Lay Waste). He is even more loud and over-the-top when using his Pentakill Karthus skin, where he will actually sing a lyric from one of the Pentakill songs when casting Requiem.
  • Leave No Survivors: If he survives a teamfight and didn't open with his ult to weaken a push or soften them up before the teamfight, the average Karthus will almost certainly use it for post-teamfight cleanup.
  • Leeroy Jenkins: One of Karthus's common playstyles is to charge into people and die, as in the next 7 seconds, if his teammates provide enough crowd control, he may be even more useful to the fight, as you can't prevent him from casting that way.
  • Lethal Joke Weapon: Revive (prior to its removal from Summoner's Rift in season 4) was regarded as the single worst summoner spell in the game, only being useful for gimmicky joke strategies. However, one that actually works (and rather hilariously so) is "Zombie Karthus", an abomination that results when a Karthus takes Revive and Teleport so that he can inflict damage in a teamfight, throw down a ward before he "dies", continue to output damage for 7 seconds until he actually dies, use Revive then Teleport to the ward, and rejoin the fight to keep the pain coming (forcing the enemy team to kill him yet again).
  • Magikarp Power: Starts off very slow and mana-hungry and can have issues laning against more mobile and aggressive mages and (especially) assassins. It's also worth mentioning that he has the single weakest starting autoattacks (Orianna has less AD, but her passive makes her attacks stronger) in the game, terrible autoattack range, and a rather cumbersome autoattack animation, making him infamous for his poor farming using attacks alone. Once he gets his ultimate, though, he can start picking off kills from across the map and slowly accumulate power that way until he becomes a veritable death-bringer come lategame. When he buys a Rod of Ages, which is a Magikarp Power item, he says:
  • Metal Scream: Gives one before he starts headbanging as his /dance animation. Pentakill Karthus replaces his staff air-microphone with an actual one.
  • Non-Indicative Name: Wall of Pain... doesn't deal any damage. However, it slows targets greatly and reduces their armor and MR, which can set up for great amounts of pain from his spammable Lay Waste and area-of-effect Defile that depends on proximity (i.e. you not walking away).
  • Not the Intended Use: The quest to make Karthus as viable jungler as he is a midlaner has been a longstanding goal of Karthus mains for many years. While this route has several inherent risks like early game mana problems and an overall lack of durability, he has surprisingly fast jungle clears, and he still retains his valuable AoE damage and teamfight control for later stages in the game.
  • Odd Friendship: In the Pentakill universe and pre-Continuity Reboot lore, he's the lead singer of a band with Sona, Mordekaiser, Yorick, Olaf, and (as of 2017) Kayle. His Pentakill skin gets unique quotes to reflect this.
  • Omnicidal Maniac: Wants to "bring his dark requiem to the world" (i.e kill everyone).
  • Our Liches Are Different: It's not explained how he turned into one, nor is it known if he has a Soul Jar. His current lore suggests that it may be related to his sheer will to exist in the moment of passing letting him remain coherent even when consumed by the Black Mist.
  • Powered by a Forsaken Child/Human Resources: Karthus's "E" skill apparently uses the souls of his victims as an AoE attack.
    "Feel their spirits!"
  • Pre-Mortem One-Liner: Pulls these off during Requiem.
  • Pyrrhic Victory: Even if Karthus and his team gets wiped out, the best-case scenario is that his Requiem will create this situation for the enemy team. They may have killed off Karthus' team, but losing several people and having the survivors at minimal health means that they can't really capitalize on it like they normally would to push towers or take objectives.

  • The Rival: Karthus has a rivalry with Mordekaiser on the subject of meaning and purpose in death.
    Mordekaiser: (First Encounter with Karthus) "Death has no meaning, Karthus, all that matters is one's purpose beyond it."
    Karthus: (Taunting an enemy Mordekaiser) "You give the dead purpose, Mordekaiser. I give them meaning."
  • Sadist: Technically subverted. Pain is just what he inflicts upon people to bring them his true message: Death.
  • Simple, yet Awesome: Fans often decry Karthus for having no-skill-required global nuke by hitting the "R" key. It still cannot be denied that it has so many uses for exerting global pressure. For example, it is a powerful deterrent against enemies starting close fights they'll just barely win (assuming they keep track of its cooldown) and forcing enemies to disengage a fight they're already winning as soon as they see the cyan cloud of doom over their heads.
  • Scary Musician, Harmless Music: Invokes this dynamic in his Pentakill incarnation — he's just as spooky as his real counterpart, but their metal music is on the valorous side of "epic", with his lyrics being about bringing hope and peace through battle.
  • Sinister Minister: While not one in the prime universe, a story in the High Noon universe sees a Reverend Karthus show up as a character. He leads a church of ghosts and attempts to lure High Noon Lucian into joining.
  • Spam Attack: This is how Lay Waste works, with a 1.5 second effective cooldown once cast times are taken into account. Good Karthus players will use it the same way a Marksman uses their autoattacks.
  • Squishy Wizard: Except unlike other mages, the "wizard" part continues after he gets blown up.
  • Supernatural Gold Eyes: Before his visual update, where his eyes are now blue.
  • Taking You with Me: Even if you kill him, there is a small time frame to cast spells for him after dying to take you out, especially if his ultimate is up.
  • Thanatos Gambit: Killing a Karthus then getting stuck in a protracted fight near his corpse (so that no one can stop his post-death casting) might be exactly what he was planning on in the first place.
  • The Undead: Willingly became one.
  • Violation of Common Sense: Depending on one's team composition and strategy, running in and intentionally getting killed may not only be a good idea, it might be the best option if one's team can force the enemy to stay within the blasting zone. Trying this on any other mage (even those with other post-death damage passives) is literally pointless suicide.
    • Conversely, when facing a Karthus, disregard the conventional wisdom that focusing an enemy carry first is always a good idea. Either kill Karthus first then get out of there fast (before his team swarms you on top of his Defile area) or save him for last.
  • Villainous Rescue: In the pre-Continuity Reboot lore, this may have been what he was doing when he was found "dead" on the scene of a fight between Malzahar and Kassadin outside the League. Since he was already dead to begin with, reviving him wasn't a big problem, but he still won't actually say what he was doing there outside of an ominous remark about "defending the inhibitor."
  • Who's Laughing Now?: Because of his continual damage output and his free ultimate after death, Karthus is quite capable of wiping out multiple enemies in retaliation after he himself dies.

    Kassadin, the Void Walker 

Kassaiadyn

https://static.tvtropes.org/pmwiki/pub/images/kassadin_newloading.jpg
"The balance of power must be preserved."

Voiced by: Adam Harrington (English), Roberto Cuenca Martínez (European Spanish), René García (Mexican Spanish), Ryūzaburō Ōtomo (Japanese), Júlio Chaves (Brazilian Portuguese), Sang-Baek Kim (Korean), Victor Bakin (Russian)

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

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

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

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

In season 1 of Teamfight Tactics, Kassadin is a Tier 1 Void Sorcerer. His ability, Nether Blade, passively causes his attacks to drain mana from targeted enemies and converts it into shield for Kassadin. He was removed in season 2. He returns in season 3 using his Cosmic Reaver Kassadin skin as a 3 cost Celestial Mana-Reaver. With his Force Pulse ability, he releases a wave of energy in a cone that damages and disarms all enemies it hits. He was removed again in the Return to the Stars mid-set update, returning in season 6 with his base skin as a Tier 1 Mutant Protector. His new ability, Null Sphere, fires an orb at his target that deals magic damage, increases the mana cost of their next spell cast, and gives Kassadin incoming damage reduction for a few seconds. His class was changed to Scholar in the Neon Nights mid-set update due to the removal of the Protector class. He was removed in season 7, returning with the same skin in season 9 as a Tier 2 Void Bastion. Force Pulse returns as his ability, and in this iteration also gives Kassadin a shield for a few seconds.
  • Action Dad: He was a father before he was a hunter of all things Void-related. And as it turns out, that child of his is Kai'Sa.
  • Amazing Technicolor Population: His skin has turned blue due to Void corruption.
  • Anti-Magic:
    • Kassadin was entirely designed around this (despite being the only purely melee champion with the low +0.5 magic resist growth per level). He passively decreases magic damage taken, his Null Sphere gives him a magic damage-absorbing shield and disrupts channeled enemy abilities, and his Force Pulse is charged by enemy spells cast in his vicinity.
    • In-lore, his Nether Blade is a form of anti-anti-magic, somehow being caustic to the anti-magical nature of the Void.
    "Your magic is powerless against ME!"
  • Arch-Enemy: Malzahar is very high on his hitlist due to Malzahar being responsible for opening the Void rift that consumed his village, and the feeling of wanting the other dead is mutual. Interestingly, a good Kassadin should be able to hard-counter a Malzahar in-game like most other mages.
  • Art Evolution: Kassadin got a pretty sizable visual update in 2015, giving him a new model and much clearer and smoother animations, although his dialogue was left untouched. Much later in 2022 he'd receive a splash art update, featuring a much sleeker look that also enhances the presence of his armor, as opposed to being purely shirtless. Though his in-game model wouldn't receive the same update.
  • The Artifact:
    • His joke is about 'silencing' his mother. It still stays despite him being patched to be unable to silence opponents with his Null Sphere.
    • In general, Kassadin stands out as very much being a product of early League of Legends development. His kit is Boring, but Practical despite minor additional functionality having been bolted onto it to try to make him fit into more current league design philosophynote , he has been stated numerous times to be an absolute chore to balance because, in large part, to the ultimate that makes him so iconic, and while his VGU has noticeably improved his model, there is no getting around that he has a paltry amount of noticeably short voicelines and that none of them go beyond generic confirmations of commands as though the Institute of War was still a thing note , not to mention he holds a single taunt and a single joke (which, as described above, is another instance of this trope). It all comes together to make a character which, despite Riot's attempts at updating model and lore, still has his gameplay roots firmly planted in the time when there was no more to him than "guy who looked into an undefined abyss and swore to keep it at bay". Even his splash art update in 2022 makes his in-game design and older skins more obsolete by comparison.
  • Bad Powers, Good People: Sure, he has the powers of the Void. However, he only gave into the power of the Void as means of protecting Runeterra from the Void creatures.
  • Boring, but Practical: In a game where offensive ultimate abilities can do things like go the entire length of the game map to instantly executing targets, Kassadin's Riftwalk seems downright boring, as it's a short range spammable teleport. It's also a devastatingly powerful mobility and assassination tool, dealing meaty damage upon arrival at the chosen location and allowing Kassadin to unload his shockingly strong burst at point-blank range. The best part is that because it's a point and click ability, it's near-impossible to dodge, meaning all you can do is take the damage that he'll be dealing, or predict where he'll pop out and hit him with some form of CC.
  • Can't Get Away with Nuthin': In his old lore, he attempted to prevent a crazed cabal of Void worshipers led by Malzahar from sacrificing his daughter. He caused a blackout in the process, and is now wanted by the city of Zaun, which, Wretched Hive that it is, is much more concerned with the latter than the former.
  • Cool Helmet: His helmet is a distinctive part of his look. Even in skins, he always at least has his mouth covered.
  • Creepy Good: He has a horrific appearance due to his Void corruption, but he's on the side of humanity and Runeterra as a whole.
  • Cthulhumanoid: Just compare his overall look with the trope's image. Though he actaully subverts the trope, as he's still humanoid under the helmet and is actively fighting against the lovecraftian threats in Runeterra.
  • Dark Is Not Evil: He's got some serious Evil Overlord vibes with his design, taking cues from the likes of Darth Vader and Lovecraftian cultists. He's a noble person at heart though, battling the evils of the Void to protect Runeterra.
  • Despair Event Horizon: The apparent demise of his wife and daughter utterly broke him, only recovering so that he could butcher the man he thinks is responsible.
    He clawed at the debris until his hands bled, screaming out his wife and daughter’s names, though no answer came. Days later, Kassadin’s companions caught up to him, now just a broken and empty man weeping beneath the scorching sun.
    The Void Walker
  • Difficult, but Awesome: He's an extremely squishy melee mage with a burst that, while high, is very situational, and he is in the extremely unenviable position of being dead weight without farm while also being one of the worst farmers in the game. His early game is a desperate struggle for survival while he tries to squeeze in a few last hits and hopes that his jungler has his back. Even level 6 isn't that much of an improvement, as he's still a squishy melee mage who likely has very few items and an ult that definitely gives him a major advantage, but is also extremely easy to run out of mana with. By level 9, however, a good Kassadin has gotten those crucial kills they need to succeed, and is now blinking around the map, appearing out of nowhere to slam lone targets with alarmingly high burst and then flee before their team can catch him, and generally reminding the enemy team's squishies that they are never safe.
  • Dramatic Irony: Kassadin fights for the memory of his wife and daughter. It's possible for him to fight and kill Kai'sa and be none the wiser that she is the very daughter he is fighting for. While Kai'sa has special lines that have her at least subconsciously realize she has murdered her father if she kills an enemy Kassadin, Kassadin has no such lines.
  • The Dreaded: Kassadin's Nether Blade is remembered by the Void centuries after its last use by a former emperor of Shurima and sends Void creatures into a crazed state upon seeing it.
  • Energy Ball: What Void Sphere resembles, being a projectile he fires at enemies.
  • Expy: To Anti-Mage. He was even more like him once, having a mana-burn mechanic and sharing the same goal (elimination of all magic users) before both were changed.
  • Foil: To Malzahar. As with many other Arch-Enemies in the game, their rivalry is also reflected on their respective gameplay. Malzahar is a ranged sustained/burst mage with no escape skills but with incredible farming abilities, while Kassadin is a melee anti-mage assassin with a great escape move, but poor pushing skills. However, they also both have a means to disrupt channels, they both rely a lot on their ultimates to make their plays and they can both perform a devastating combo which can get them in trouble if used improperly. There's also the contrasting irony of their (since-retconned) backstories: Kassadin willingly sought the power of Void, but eventually sides against the Void, while Malzahar never dreamt about being the herald of the Void until his prophetic gift dragged him to Icathia and made him Bel'Veth's prophet.
  • Fragile Speedster: An odd, zig-zagging example. With his teleport ability, he is almost impossible to catch or escape from. His fragility comes from that, as an Assassin, he's a Glass Cannon. The issue is catching him. Though if you're a mage and fighting Kassadin, then he's a Lightning Bruiser due to his taking 15% less magic damage.
  • Gathering Steam: Unleashing Kass's full damage potential means using Riftwalk walk again and again, increasing its damage with every use, but also making it cost more mana every time.
  • Gold and White Are Divine: Cosmic Reaver Kassadin trades off his dark Purple/Void-colored clothing and replaces them with bright gold and white.
  • Heartbroken Badass: The drive for his quest was the death of his wife and the disappearance of his daughter, sending him on a Doomslayer-eque crusade to eradicate the Void for good.
  • Humanoid Abomination: Became one after witnessing the Void, but maintained his free will. As such, while he may be one of these, he's completely good in nature.
  • Hunter of His Own Kind: He may not be from the Void but he owes quite a bit of his power to it. His goal is to eliminate the Void-born creatures before they devastate Runeterra.
  • It's Personal: Kassadin has a few significant reasons to hate Malzahar, but the most personally-driven is that he blames him for opening the rift to Void that presumably consumed his wife and daughter.
  • Jack of All Trades: Riot themselves say Kassadin has multiple item paths. The most common builds are either Glass Cannon/Fragile Speedster going off of his extreme mobility, or a Lightning Bruiser route trading off his damage for more survivability.
  • Justice Will Prevail: Befitting of his commitment to protect Valoran, this is one of his movement quotes.
    "Justice will be served."
  • Laser Blade: Made of nothing. It even uses a special particle effect to emphasize that Kassadin is slicing people with a tiny piece of the Void.
  • Legendary Weapon: The Nether Blade was a magic weapon crafted by ancient Shurimans during the first Void invasion, wielded by Horok of the Ascended Host, the first to actually make a significant dent in harming the Void. While Horok was betrayed and killed by the tyrant Ne'Zuk, the blade was left untouched for generations until it was recovered by Kassadin, and the Voidborn are still afraid of it.
  • The Lost Lenore: His wife was killed by the Void opening under their home village, and he now seeks its destruction in her name.
  • Mage Killer: Indeed intended to be one, and a good Kassadin is a nightmare for any mage champion at mid. A mage's biggest strengths are their spells and long-range combat, and Kassadin has a magic damage absorbing shield, a spammable teleport, and a passive ability that makes him take reduced magic damage. Ironically, he's mostly played as a mage himself, and is widely considered a mage for gameplay purposes by the player base. His mage killing abilities are highly dependent on whether the player is fast enough to do a surprise teleport directly in front of the mage and land the silence orb before the mage player can react. A bad Kassadin will walk into his death if he times his ports at the wrong time. A good Kassadin can kill his target before the silence wears off. Unfortunately, his renowned silence was deemed too overpowered, and it was eventually replaced with a magic shield, but he's still a potent Mage Killer due to his heavy burst damage.
  • Magikarp Power: Very weak early on due to being limited to melee range and having fairly poor farming due to having to harass the enemy with his ranged abilities. Once he reaches level 6 though, he becomes much harder to gank successfully and he starts to be able to terrorize the enemy caster by silencing them then blinking to them to carve them up. It's somewhat common for Kassadin to lose the laning phase but then become fed off other lanes at midgame due to having exceptional roaming thanks to Riftwalk. His abilities play this straight in the simplest form; Weak base damage, extremely high AP ratios, meaning Kassadin doesn't hurt much early on, but lives up to his status as an Assassin the more items he builds.
  • Meaningful Name: "Kassadin" is an anglicization of the Shruiman "Kas sai a dyn", meaning "Whom does the desert know?" In his own words:
    "The desert does not know you, beast. You are not welcome here. You are lost in this ancient land of gods and men.

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

    And I will defy you until the end."
  • Not Even Bothering with the Accent: While his daughter, Kai'sa, has a vaguely South African accent, Kassadin has no such accent. This is likely due to his voiceover being so old.
  • Power of the Void: Uh, yeah.
  • Power Makes Your Voice Deep: So deep that his voice is reverberating.
  • Retcon: His old back story said that he went mad from the revelation, and made his goal the elimination of all magic. His new one paints him in a more heroic light and makes his goal the elimination of all creatures of the Void.
  • Roaring Rampage of Revenge: His crusade against the Void is all out of seeking revenge against Malzahar and the Void itself for consuming his village, including his wife and daughter.
    In that moment, Kassadin swore that he would avenge his wife and daughter, by destroying this insidious Prophet, and the source of his abyssal power. He was a man who had made his living by finding safe paths through the most dangerous places, and resolved to arm himself with the most arcane and esoteric weapons ever known in Valoran, fused with Zaunite ingenuity, and blessed by Ionian spirit-healers. He called in every favor he could, from scholars of antiquities to common smugglers, for their help in… 'acquiring' what he sought. Many called him a madman, believing this the last time they would ever see their old friend alive—Kassadin merely thanked them for their concern, and bid them farewell. He would face the Void alone.
    The Void Walker
  • Spontaneous Weapon Creation: His Nether Blade.
  • Supernatural Gold Eyes: Sports them after seeing the Void and letting it inside him.
  • Taking You with Me: Kassadin's days are numbered due to void corruption, but he intends to take the Void (or at least, Malzahar) with him before he dies.
  • Teleport Spam: Kassadin has the shortest-cooldown blink in the game. Each successive one in a short span of time costs more mana but also deals more damagem, encouraging him to cast it as much as possible.
  • Tron Lines: Creates them on the ground under him as he moves.
  • Unmoving Plaid: Zoom in and take a close look at Kassadin's Nether Blade. It's not a sword, it's a sword-shaped window into the void.
  • Vader Breath: When his Force Pulse ability is charged, his respirator starts acting up.
  • Was Once a Man: Take a look at him, he certainly isn't one now. Subverted in that he still retains his identity and free will even after the Void got done with him.
  • Walking Shirtless Scene: His visual update for 2015 has this going on.
  • Weaponised Teleportation: His signature Riftwalk, allowing him to near-instantly blink to a nearby area, dealing damage on arrival. If properly charged up and used with the opportune setup, it can contribute a lot of damage for assassination combos.
  • Your Days Are Numbered: The more time he spends battling in the Void, the more it takes a toll on his body. He won't stop though if it means he can see his daughter again and they can eradicate the Void for good.
    He would have his vengeance, even if it killed him.
    The Void Walker
  • Your Mom: Inverted. His joke is about saying that he silenced HIS mom, and boy did he regret that. It may have gotten his silence taken away.

    Katarina, the Sinister Blade 

Katarina du Couteau

https://static.tvtropes.org/pmwiki/pub/images/katarina_originalloading12.jpg
"Violence solves everything!"

Voiced by: Tara Platt (English), Ana Esther Alborg (European Spanish), Cony Madera (Mexican Spanish), Houko Kuwashima (Japanese), Silvia Goiabeira (Brazilian Portuguese), Yeong-Su Jeon (Korean), Tatyana Shitova (Russian)
Appears In: Legends of Runeterra, Project L, Katarina

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

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

Katarina is an Assassin champion who jumps around the field in a flurry of knives, dealing powerful multi-target damage and chaining kill after kill. She does not use mana or any other resources, with her abilities only being limited by cooldowns.
  • Her passive, Voracity, refreshes the cooldown of her basic abilities and reduces the cooldown of her ultimate whenever Katarina kills or helps kill an enemy champion. She also has a second passive, Sinister Steel. Some of Katarina's abilities leave daggers on the ground, which she can pick up to perform a whirling slash that damages enemies around her.
  • With her first ability, Bouncing Blade, Katarina throws a dagger at a nearby enemy that then bounces to up to two other nearby foes, damaging them. The dagger then falls to the ground where she can pick it up.
  • Her second ability, Preparation, grants Katarina a short burst of movement speed and tosses a dagger into the air that lands at her original location after a small delay, where she can pick it up.
  • Her third ability, Shunpo, teleports Katarina to a nearby unit, damaging them if they're an enemy. She can also teleport to one of her daggers on the ground. Picking up a dagger greatly reduces the ability's cooldown.
  • With her ultimate ability, Death Lotus, Katarina spins in place for a few seconds as she throws a flurry of blades at up to three nearby enemy champions, dealing heavy damage and reducing any healing on them.

Katarina's alternate skins include Mercenary Katarina, Bilgewater Katarina, Red Card Katarina, Kitty Cat Katarina, High Command Katarina, Sandstorm Katarina, Slay Belle Katarina, Warring Kingdoms Katarina, PROJECT: Katarina, Death Sworn Katarina, Battle Academia Katarina, Blood Moon Katarina, Battle Queen Katarina, High Noon Katarina, Faerie Court Katarina, and Prestige Faerie Court Katarina. Wild Rift exclusively includes Resistance Katarina.

In season 1 of Teamfight Tactics, Katarina is a Tier 3 Imperial Assassin. Her ability is Death Lotus, which repeatedly fires daggers at nearby foes, damaging them and reducing their incoming healing for a few seconds. She was removed in season 2, then returned almost unchanged for season 4, in her Warring Kingdoms skin, as a Tier 3 Warlord Fortune Assassin. In season 5, she uses her Death Sworn Katarina skin as a Tier 3 Forgotten Assassin. Her ability was changed to Sinister Blade, which throws a dagger that damages the farthest enemy and lands near their position. Katarina then teleports to the dagger, throwing three additional daggers at the nearest enemies that deal reduced damage; all enemies damaged by the ability also have their incoming healing reduced for a few seconds. She was removed in the Dawn of Heroes mid-set update, returning in season 6 using her Battle Academia Katarina skin as a Tier 2 Academy Assassin. Her new ability, Shunpo, teleports Katarina to the lowest health enemy within three hexes then slashes all adjacent enemies for magic damage, restoring mana for each enemy killed by the ability. She was removed along with the Academy origin in the Neon Nights mid-set update, returning to her base skin in season 9 as a Tier 3 Noxus Rogue. Her Voracity ability throws three daggers that land next to enemies within a 2-hex radius, increasing with her attack range. Katarina then rapidly teleports to each of her daggers, each time dealing magic damage to surrounding enemies and reducing their incoming healing for a few seconds. In season 10, she uses her High Noon Katarina skin and is a Tier 2 Country Crowd Diver. Her Bouncing Blade ability throws a dagger at her current target that bounces between enemies up to three times, each bounce dealing magic damage and reducing incoming healing for a few seconds.

In Legends of Runeterra, Katarina is a 3-mana 3/2 Noxus Champion with Quick Attack, who generates a Fleeting copy of Blade's Edge (1-mana Fast spell that deals 1 damage to anything) in your hand when she's played. The first time she strikes anything and survives she levels up, gaining +1/+1, increasing her mana cost to 4, and Recalling herself every time she strikes anything (including the strike that caused her to level). The Blade's Edge she generates when played now has its cost reduced to 0, and when played she also grants you a Rally, giving you an additional attack. Her Champion Spell is Katarina's Death Lotus.

Katarina is the protagonist of her own eponymous mini-series.
  • A Lighter Shade of Grey: Katarina and her own group (Cassiopeia and Talon) are a slightly lighter shade amongst the Noxians, though still damn ruthless, seeing that she's not 100% trusting of Swain and his group (Darius, Draven, LeBlanc, Sion, and possibly Vladimir).
  • Achilles' Heel: Crowd control is much more lethal to her than even other carries. Most mages will just run if they get silenced or stunned. When it happens to Katarina, it's probably interrupting her ultimate while she's in the middle of the enemy team.
  • Art Evolution: Kat has benefitted from this twice:
  • The Artifact: Katarina's Foe Romance Subtext with Garen; despite the fact that it's still constantly being referred to within the game itself (such as in special champion responses either of them) Garen isn't even mentioned anywhere in Katarina's bio or any of her flavour stories any more (the same applies for him). Subverted in the Legends of Runeterra where their Ship Tease shoots through the roof for everyone to see/comment on, and again in her Battle Queens skin where she teases if Garen can "handle a Queen". The Katarina webcomic also sheds light on this, detailing Katarina's first meeting with Garen in a short but fierce duel following Katarina's assassination of Jarvan III at the order of her father Marcus. The experience was so memorable for her that it's the one thing that can get Katarina's mind off her self-doubts, serving as the catalyst for her gaining her trademark Shunpo technique.
  • The Atoner: Her arrogance and thirst for glory caused her to make a critical blunder that cost the lives of many Noxian soldiers, nearly including her own father. Her failure completely lost her father's favour, and he even despatched another of his assassins to kill her for her failure (he failed, although that's how she got her iconic facial scar). Now her only goal is to redeem herself, even though she knows her father will never forgive her no matter how hard she tries. After she was hunted down by Talon on her father's orders, she realized that she would never live up to his expectations and decided to mostly move forward with her life by the Katarina comic.
  • Badass Family: Her sister Cassiopeia is a treasure hunter-turned Poisonous Snake Person and fellow champion, Talon is their adopted brother and is also another renowned assassin champion, her father is a famous leader in the Noxian army, and her mother (along with Cass) is involved in The Black Rose.
  • Balance Buff: Katarina's always been known to be pretty intense assassin with lightning-fast execution speeds, but was also known to have some issues for being a little too all-or-nothing, having no real escapes beyond "jump in and hope everyone instantly dies" and being reliant on Bouncing Blade as a true poke. This was shifted around in her preseason 7 rework which gave her her new mechanic of carefully placing and teleporting around daggers, shifting power away from the Bouncing Blade itself into violently jumping in and out of danger. This gives the enemy more space since Katarina now steadily telegraphs her actions, but it also gives Katarina more of an escape plan and still preserves her ability to wreck teamfights in a Storm of Blades.
  • Bare Midriffs Are Feminine: Compared to her father and brother, who remain completely clothed, Katarina's preferred work outfit leaves her midriff bear even as she's jumping and somersaulting across rooftops. This emphasizes her femininity and openness about her emotions compared to them.
  • Because I'm Good At It: How she comments on her profession of assassinating:
  • Bedlah Babe: Sandstorm Katarina is dressed as one.
  • Big, Screwed-Up Family: The Du Couteaus. As the Katarina comic shows, power plays and minor betrayals are common, even between people who were raised as siblings. It's a wonder she came out as morally balanced as she is.
  • Black Sheep: The massive screw up she committed in her past has caused her father to effectively disown her, and everything she does is a futile attempt to restore her own honor.
  • Blood Knight: To quote her selection line, "Violence solves everything!" At least, she really wants it to be that way.
  • Bond One-Liner: Finishing her Death Lotus ability tends to be followed up with one of four lines. Stuff tends to be dead after she finishes casting it.
  • Cat Girl: Kitty Cat Katarina dresses her up in a very skimpy cat-themed outfit.
  • Combos: Despite being a caster-type champion (relies on her abilities rather than auto-attacks), she's well-known for being one of the few DPS-type caster champions as opposed to the outright burst damage casters unless she's fed. Her general combo routes: Preparation, Bouncing Blades, and Shunpo is a standard harass combo since the first skill gives her an escape and the second two give her a large burst of damage on a target. A Katarina that sees her prey weakened will likely add Death Lotus and an Ignite to finish it off.
  • Cool Big Sis: She's like a surrogate sister to Talon. She's even forgiven him for scarring her eye under her father's orders and still regularly keeps in touch with him. Even when he tries to kill her a second time, Katarina continues to affectionally call him "Tal" and hopes that he'll see that Marcus has used them as nothing but pawns for years.
  • Daddy's Little Villain: She learned everything she knows of the blade from her father and it's implied she cared a great deal that he's missing beyond leadership reasons. Said love began to change when he sent Talon to kill her, then sours completely when he tries to send her on a suicide mission, and when that failed, kill her personally to further his own agenda.
  • Dance Battler: Downplayed as she doesn't explicitly reference any dance moves in her assassinations (unless you count her many spins), but she does call her fighting style a "dance of blades", which is nonetheless a very apt description. In Legends of Runeterra, she manages to find some commonality with Fiora, who despite being from Demacia views her combat as similarly graceful.
    Katarina: A waltz of swords and daggers!
    Fiora: They don't stand a chance!
  • Dark Action Girl: An aggressive professional killer dressed in black who loves carnage and doesn't know any problems that can't be solved with a knife.
  • Dating Catwoman: With Garen, a knight from her nation's greatest enemy. Their in-game interactions pits them as bitter enemies, but the amount of subtext confuses the issue somewhat. In Legends of Runeterra, the animosity is revealed to be an act to try keep their romance a secret but absolutely no one in either game is buying it.
  • A Day in the Limelight: Became the subject of an eponymous comic series in 2023. A prelude to The Mageseeker, the series follows Katarina being given a seemingly impossible mission in Demacia to assassinate two very particular targets: Luxanna Crownguard and King Jarvan III himself.
  • Devious Daggers: She's a Professional Killer Dual Wielding a pair of "daggers" (really more like short swords) and throwing knives, this is pretty much her theme.
  • Disappeared Dad: Her father's disappearance was a cause of great concern for her. He returned in her eponymous comic, but was killed in the finale.
  • Difficult, but Awesome: A quintessential example of a high-risk-high-reward assassin. Her early game before getting Death Blossom is a bit lackluster, she requires good positioning and awareness surrounding her dropped daggers to get the most Spin Attacks per fight, and she can be very easily punished with crowd control. With all that said, a perfectly-prepared combo can utterly destroy a target, and when combined with the cooldown resets, she can dance around and obliterate entire teams on the spot.
  • Early Installment Character-Design Difference: When Katarina was first added to the game in 2009, rather than her present red and black color scheme, she instead had white/blue hairnote  and wore a bright green jacket. She was changed to her current colors only a couple of months after launch — her old colors now serve as the basis for her Mercenary Katarina skin.
  • Empowered Badass Normal: The Katarina comic reveals that her daggers are linked to her through Blood Magic, allowing her to summon them to her hand from a distance or teleport herself to wherever they are. Handy as this is, she was perfectly adept at killing before she had any magic to help her out.
  • Enemy Civil War: Katarina doesn't trust Swain, listing both him and Darius as her rivals. She and Talon are A Lighter Shade of Black in Noxus (though still happy to cut anyone's throat if it suits them).
  • Everyone Can See It: While Katarina is personally silent on the issue and Garen’s dialogue only references his relationship with her in two short and comparatively subtle quotes, several other characters (Tahm Kench, Jhin, Illaoi, Maokai, and even Garen's sister Lux) acknowledge and tease, threaten, or attempt to blackmail them both over it. It's much less subtle in Legends of Runeterra, where their personal interactions consist of them planning their next rendezvous and their Bad "Bad Acting" clues everyone in on what's going on between them.
  • Evil Redhead: Not all-out evil, but definitely more violent and aggressive.
  • Fanservice: Although she's long been considered sexy by the fanbase, the Halloween Kitty Cat skin just went all-out. The Red Card skin is considered to be blatant fanservice as well. They eventually decided they'd actually gone too far with Slay Belle Katarina, who originally featured a sexy pole dance for her recall animation, so they changed it.
  • Femme Fatale: This trope is even lampshaded when she got a visual upgrade.
  • Flash Step: The skill is even called Shunpo, even though it literally translates to "Blink Step" (and is actually pronounced "Shoo-n-poh").
  • Foe Romance Subtext: She's a ruthless and bloodthirsty Noxian assassin. He's a dutiful and honourable soldier of Demacia. Their top priority should be seeing the other one dead... so why are they instead seeing each other for dinner on the docks after dark?
  • Fragile Speedster: Even for an assassin — a champion type built around deleting enemies in an instant — Katarina is among the fastest. Her instant teleports and on-kill cooldown resets means she can jump around enemy teams in a split-second and deal crazy damage if she can get a Kill Streak going. However, she's very fragile and lacking in escape options, so if she doesn't immediately kill them or they somehow manage to catch her, she could be in deep trouble.
  • Gameplay and Story Integration: She's a literal assassin in the lore. In game, it's a very bad idea for her to take multiple enemies head on, it's better for her to pick off vital targets then run or start killing once her team starts wreaking havoc and everyone's too distracted. Case in point, her ultimate is very easily stopped if she faces champions with crowd control or takes advantage on being at low health who if they survive her burst will easily put her down.
  • Gameplay and Story Segregation: The Katarina prequel webcomic reveals that Katarina is able to pull herself to her daggers thanks to blood magic enchantments provided by her friend and confidant, a hemomancer named Drann. The same enchantment allows Katarina to summon her daggers to her hands... which would render her Sinister Steel passive redundant if she could simply pull her daggers back from anywhere.
  • Glass Cannon: Easily capable of decimating entire teams in the past...if they don't kill her first. General consensus that the best route is to take as many High AP Buff items as possible, with the addition of a few Magic Penetration Items. End result, she can burst down anyone that is not loading up on Magic Resistance, and put a major hurting on those who are. The moment she at all get's caught in any hard crowd controls, she's likely doomed.
  • Good Scars, Evil Scars: A long one running over her left eye.
  • Hell-Bent for Leather: Her default costume is all black leather, except for small pieces of grey metal armor.
  • Herd-Hitting Attack: Her ultimate throws up to 30 knives at surrounding opponents, and they hurt.
  • Heroic Sacrifice: In the final confrontation in the Katarina webcomic, Katarina is left holding a bomb that threatens to detonate and topple a fortress that an assassin activated to kill Swain. To prevent this, Katarina throws her dagger as far away as she can and prepares to teleport to it with the bomb in-hand to protect her fellow Noxians from the explosion. This is subverted when Swain arrives and uses his magic to stifle the blast. He aims what's left of it at Marcus du Couteau, vaporizing the master assassin and saving Katarina's life.
  • Improbable Aiming Skills: Bouncing Blades manages to throw a knife at an enemy and bounce to hit 4 others nearby. Death Lotus takes this further and throws 10 blades rapidly at 3 different enemies at once while she's spinning.
  • The Kingslayer: She is revealed in the Katarina comic to be the assassin of Jarvan III, having taken advantage of the confusion caused by Sylas' rebellion to slip into Jarvan's chambers and kill him just as he was about to enter his safe room.
  • Like Father, Unlike Son: In the Katarina webcomic, it's shown that Katarina took many things from her father, but their differences are profound enough to put them at odds. Marcus treats everyone around him, even his own family members, like pawns. He approaches everything with cold stoicism, lambasting Katarina for relishing the thrill of a fight. Katarina's laissez-faire approach to tradition and codes of conduct along with her willingness to show worthy enemies a measure of compassion irks Marcus and Talon, who follows Marcus' training much more closely than Katarina.
  • Magic Knight: A deadly assassin who zips around with blink-and-you'll-miss-it flurries of daggers. Preseason 11 changes further emphasized this — prior to the update, her scaling made her almost entirely based on ability power damage and limiting her itemization, but as of patch 10.23, several of her abilities became able to apply on-hit effects and scaled to attack damage, opening the floodgates for on-hit physical damage-based builds (either building pure AD or mixing a few AP items) to become viable while keeping the same gameplay style.
  • Magikarp Power: Early game, Katarina can easily be handled if one knows how to handle her laning phase....but late game, farmed up or fed for her items, she has a chance to go on frequent killing sprees against unprepared foes, or worse, pentakill entire teams.
  • Meaningful Name: "Katarina" means "pure", and "Du Couteau" literally translates to "of the knife" in French.
  • Multi-Directional Barrage: Death Lotus has her doing this, shredding every enemy in the vicinity to pieces (inflicting Grievous Wounds for good measure).
  • My Greatest Failure: Ordered by her father to assassinate a low-born Demacian officer, Katarina was so insulted by the waste of her superior talents that she ignored her orders to assassinate the enemy commander instead. The next morning, the officer she'd been ordered to assassinate led his forces charging into her father's camp on a Roaring Rampage of Revenge and crushed the Noxians, nearly killing Katarina's father as well, and disgracing Katarina. Redeeming herself for this lapse is her primary motivation.
  • Noble Demon: Katarina is a killer through-and-through, having been trained by her father to become a deadly weapon for Noxus. But the Katarina webcomic makes it clear that she believes she's fighting for a better world under Noxian rule, is compassionate to her loved ones, and has a certain amount of honor to allow those she's assigned to kill a Honorable Warrior's Death for their service to Noxus.
  • Not the Intended Use: Season 2021 saw the birth of AD Katarina. Building on hit effect items and lifesteal instead of her usual AP build. Resulting in a monster that can refill 99% of her health bar with one solid strike. Even after this was nerfed, bruiser builds capable of melting squishies (albeit not as quickly as a Glass Cannon build) but also soak surprising amounts of damage continue to show themselves.
  • Official Couple: With Garen, as confirmed by Legends of Runeterra (which Riot claims to be canon.) For obvious reasons, they keep it under wraps.
  • Oh, Crap!: Katarina relies on coming out of nowhere when the enemy doesn't expect it. If you want to know what happens when an enemy DOES expect her, the "A New Dawn" cinematic will accurately display it when she tries to ambush Graves.
  • Patriotic Fervor: Katarina loves Noxus and is willing to kill those she deems a threat to it. Despite this and her Blood Knight tendencies, however, she has a specific desire to see the empire be more than just its warmongering brutality, being more than pleased that the tyrant Boram Darkwill was usurped, and despite being given a mission to cleanly assassinate one Warmason Khogan for his increasingly reckless operations costing many of the empire's lives, she opts to give him a warrior's farewell due to her still considering him to be a national hero, deserving of one last fair fight to go out on for his service to the empire.
  • Pirate: Bilgewater Katarina. Furthermore, she's a regular in Bilgewater's many bars, and has commanded pirate expeditions in the past when she isn't just hiring them.
  • Pre-Mortem One-Liner: Finish casting her ultimate doesn't necessarily mean everything's dead... but she still says lines and is probably set up for her to easily finish the job...
  • Rank Scales with Asskicking: Following the events of the Katarina prequel comic, Katarina takes her place as the head of House du Couteau, making her the most dangerous and feared blademaster in all of Noxus. Her skills are so profound that she's able to infiltrate deep into Demacia and assassinate King Jarvan III while triumphing over his formerly undefeated personal guard. The only man in Noxus capable of matching her bladework is Talon, her adoptive brother.
  • Series Mascot: She's almost always a prominent character in the series' official art and is the only character to feature in nearly every cinematic video since the season 1 trailer, barring the Crystal Scar promotional video and character-specific videos.
  • Ship Tease: With Garen.
    • According to a Journal of Justice article, Blitzcrank's dating service found her to be a compatible match for Garen. During a Q&A on her updated lore, a question was asked about her rivalry with Garen.
      RiotRaven: Rivalry? Is that what they're calling it these days?
    • Legends of Runeterra amps up their relationship dynamic by having several two-way interactions with each other. Depending on how canon you consider the game, it may as well be official confirmation that the two have a secret thing going on.
      Katarina: [stilted] You... must be... Garen!
      Garen: [just as awkwardly] And I have... never seen you before!
    • The two canonically meet for the first time in her mini-series. At first the two of them battle each other because Garen was given false intel that she's a mage, and then in order to talk him down, she reveals Lux's whereabouts and intentions, driving him to call off the fight to assist her. The look they give each other before Kat exits the scene is dripping with infatuation, with Garen giving her a very intrigued smirk.
  • Spin Attack: Her flourish when she walks over one of her daggers, and Death Lotus.
  • Stealth Expert: Her comic shows that she's very good at infiltration and parkour, able to reach targets from almost anywhere. She also makes use of social stealth while infiltrating the kingdom of Demacia, escaping the notice of countless Demacian guards as a lowly peasant despite her scarred eye and long, bright red hair.
  • Storm of Blades: Her ultimate in a nutshell. The best part of it is that if she gets 2 kills (or assists even) with it, she can do it again.
  • Super-Persistent Predator: Given that each kill or assist lowers her cooldowns substantially, she will just hop from enemy to enemy and go on a killing spree. The moment you see her get one even one kill in a teamfight, shut her down. Quick.
  • Sympathy for the Hero: In her comic, Katarina's supposedly assigned to assassinate Lux — a rumored Crownguard mage in hiding that poses a potential threat to Noxus — but decides against it after discovering her being hunted down by Demacian guards who just found out her secret amidst Sylas' jailbreak. Katarina takes a moment to realize what Lux really is: a victim of Demacia's own destructive oppression, but also a brave soul who's willing to abandon the crown in order to fight for what she believes is right for the people of her kingdom, reminding Katarina of her own conviction in doing dirty work in service for her own empire. Katarina ends up freeing Lux and letting her go, if only because Noxus would benefit from having a firebrand like her.
  • Tattooed Crook: A unrepentant murderer, and depending on Riot's mood on any given artwork, has a tribal-esque tattoo on her abdomen.
  • Technician Versus Performer: She's flashy for an assassin; Talon's story "The Name of the Blade" shows that she likes the thrill of letting her victims see her before she cuts them down. As the Technician, he considers this sloppy work, but she sees it almost as a duty to give her victims The Last Dance.
  • Teleport Spam: The cooldown of Shunpo is massively reduced when she picks up a dagger from her Q and W (which she can Shunpo to), and is entirely refreshed when she gets a kill, as the cooldowns of the abilities that drop daggers. She can Shunpo up to 3 times in a typical spell rotation if she doesn't get a kill, with up to 3 more Shunpos per kill she gets for up to a whopping 15 blinks in a teamfight.
  • Uriah Gambit: She's seemingly put on the receiving end of one in her namesake comic, where her previously-declared KIA father reveals that Swain had changed her itinerary to take on what appears to be a Suicide Mission: infiltrate Demacia and assassinate Jarvan III. Her father deduces that Katarina's latest string of killing Noxus' potential insurgents was done to both empower Swain's control of the empire and boost Katarina's profile as the current head of the Du Couteau family, but that now that she's fulfilled her purpose, Swain has decided to get her offed and her family out of the way as the demon that he ensorcelled is slowly corrupting him. Katarina being successful at her mission evidently threw a wrench in the plans as this ends up leading to her being targeted by another Noxian assassin. The last episodes of the webcomic reveal that while the mission to kill Jarvan III was indeed Swain's idea, Swain had no intention of offing Katarina. Marcus is the one who arranged the attempt on her life.
  • Villain Protagonist: Katarina is the "hero" of the webcomic bearing her name. The story makes no bones about her work as an assassin, but the comic also showcases her Noxian pride, ability to show compassion to her loved ones, and her self-doubts and struggles to bear the weight of the du Couteau name.
  • Villain Respect: A habit shown throughout her mini-series is Kat taking a moment to give due respect to her fallen enemies, be it commending their ideals or even expressing sympathy. This even extends to the warriors of Demacia who, though she doesn't see eye-to-eye with them, still respects that they stick to their prinicples.
  • "Well Done, Daughter!" Gal: Katarina's expanded lore reveals that, though she's Daddy's Little Villain, her father was very difficult to please. He even sent Talon to kill her when she ignored her father's orders to take the head of a low-ranked soldier. The Katarina prequel webcomic shows that he thinks of her as a pawn and has no qualms with attempting to have her assassinated again even after she successfully killed Jarvan III, a feat that would make any other Noxian consider her a national hero.

    Kayle, the Righteous 

    Kayn (and Rhaast), the Shadow Reaper 

Shieda Kayn and Rhaast

https://static.tvtropes.org/pmwiki/pub/images/kaynloadscreen_7.png
"Will you prove worthy?" "Probably not."

Kayn voiced by: Robbie Daymond (English), Javier Lorca (European Spanish), Eduardo Garza (Mexican Spanish), KENN (Japanese), Raphael Rossatto (Brazilian Portuguese), Myeong-Jun Kim (Korean), Alexander Voronov (Russian)
Rhaast voiced by: Sam A. Mowry (English), Miguel Ángel del Hoyo (European Spanish), Germán Fabregat (Mexican Spanish), Kenichiro Matsuda (Japanese), Bruno Rocha (Brazilian Portuguese), Gu-In Go (Korean), Alexander Voronov (Russian)
Appears In: League Of Legends Zed, Legends of Runeterra

"The child is gone. The killer remains."

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

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

Kayn's alternate skins include Soulhunter Kayn, Odyssey Kayn, Nightbringer Kayn, Prestige Nightbringer Kayn, Snow Moon Kayn and HEARTSTEEL Kayn.

In season 4 of Teamfight Tactics, Kayn is a Tier 5 Tormented Shade; his unique Tormented origin allowing him to transform into either a Shadow Assassin or a Darkin after participating in three rounds of combat. His Reaping Slash ability makes Kayn dash towards his target before slashing around him to damage nearby enemies and increase the mana cost of their next spell cast by 33%; Kayn will cast the ability again for free if only one enemy was hit by the slash. Reaping Slash is further augmented depending on the form Kayn chooses to transform into; as a Shadow Assassin, the ability's damage is greatly increased for the first 10 seconds of combat; as a Darkin, Kayn is healed for a large percentage of the damage dealt by the ability. He was removed along with the Tormented and Shade traits in the Festival of Beasts mid-set update, returning in season 7 using his Nightbringer Kayn skin as a Tier 2 Ragewing Shimmerscale Assassin. His ability was changed to Blade's Reach, which slashes forward in a line dealing bonus percent attack damage to all enemies hit, with the first enemy in its path also taking bonus magic damage. He was removed in the Uncharted Realms mid-set update, returning in season 10 using his HEARTSTEEL Kayn skin as a Tier 5 Heartsteel Edgelord Wildcard. His Wildcard class is a unique trait that causes Kayn to transform into either the Shadow Assassin or Rhaast each round depending on if his team won or lost the previous player combat respectively. The Shadow Assassin grants bonus gold every time he kills two enemy champions, while Rhaast restores Tactician health instead. His Fear the Reaper ability is identical to his season 4 spell aside from now slowing enemy attack speeds instead of mana-reaving them. In season 11, he uses his Snow Moon Kayn skin and is a Tier 4 Ghostly Reaper. On the first cast, his Shadow Assassin ability deals physical damage to surrounding foes and transforms Kayn into the Shadow Assassin for the rest of combat, granting him bonus critical strike chance and empowering his critical strikes into spin attacks that damage all adjacent enemies, the damage being increased if only one target was hit. Subsequent spell casts instead deal physical damage in a line behind Kayn's target.

In Legends of Runeterra, Kayn is a 5-mana 2/5 Runeterra Darkin Champion with Challenger that Auto-Equips The Darkin Scythe (a 2-mana 0/0 Equipment that gains +1 Power each time the holder attacks) and heals for 2 each time he kills an enemy. Once Kayn has struck twice, he levels up, Recalling himself, gaining +1/+1, and reducing his mana cost to 0. The next time Kayn is played, all your copies of him permanently transform into either Rhaast or The Shadow Assassin (both of which are 5-mana 3/6 with Challenger) and The Darkin Scythe transforms into the corresponding equipment:
  • Rhaast has Overwhelm and Auto-Equips Corrupted Scythe (a 2-mana 0/0 Equipment that gains +1/+1 each time the holder attacks). Each time he kills an enemy, Rhaast heals himself fully and heals 2 to your Nexus.
  • The Shadow Assassin has Elusive and Auto-Equips Shadow Scythe (a 2-mana 0/0 Equipment that gains +2 Power each time the holder attacks).
His Origin is The Shadow Reaper, which allows your deck to include any Cultist card, and once 3+ Cultists have been summoned, you automatically draw a copy of Kayn. His Champion Spell is Kayn's Shadowstep.

Tropes for both

  • A Sinister Clue: Both of them wield the scythe left-handed and are remorseless killers.
  • Blood Knight: Kayn revels in combat, using it to further his aspirations of being the next leader of the Shadow Order. Rhaast's hunger for battle meanwhile is a typical feature of Darkin.
  • Catchphrase: Both have one that they have a chance to say either at game start or while moving around:
    Kayn: (solemn) The child is gone. The killer will remain.
    Rhaast: I will survive eternity, they will die today.
  • Character Development: Notably, both Kayn and Rhaast have a notable shift in their characterization mid-game once one of them transforms. Kayn begins to revel in his newfound power, while Rhaast thoroughly enjoys his newfound freedom. Best shown by slight modifications to their respective Catchphrase:
    Kayn: (excited) The child is gone. The killer remains.
    Rhaast: I survived eternity! They will die today, and the next, and the next...
  • Color-Coded for Your Convenience: Kayn and Rhaast each have a unique color to differentiate their final forms, blue for Kayn and red for Rhaast. When neither is in control, their palette is a mix between the two.
  • Dynamic Entry: A lot of champions can dash or blink over walls, but only Kayn can casually walk through them to make your day end badly.
  • Evil Is Hammy:
    • Rhaast becomes a fountain of exuberant carnage and death should he manage to take over Kayn's body. Being cooped up in a scythe for centuries would leave one a little excited when they manage to finally get free.
      (Upon respawning) "So that's what death feels like... GOOD THING I'M IMMORTAL!"
    • Odyssey Kayn turns the normally humorless and rigid Kayn into a hammy whackjob. And he only gets hammier if the player picks his Shadow Assassin form.
  • Evil Laugh: Both like to do this as they jump into an enemy with Umbral Trespass. True to their characters, Kayn's is more subdued and haunting, while Rhaast's is over-the-top maniacal.
  • Evil Versus Evil: Kayn and Rhaast represent a remorseless assassin versus an Omnicidal Maniac Blood Knight. Kayn is A Lighter Shade of Black because he might not want to kill everything, but being morally better than Rhaast is a low bar to clear.
  • Foil:
    • In the Zed comics, Kayn serves as the Order of Shadow's counterpart to Akali — Zed's enigmatic but ultimately loyal second in contrast to Akali as Shen's Sour Supporter.
    • Rhaast contrasts with Aatrox in that the latter is a Tragic Villain who resorts to carnage in a desperate attempt to find release from the isolation caused by his sealing. Rhaast on the other hand is a childishly and Laughably Evil Blood Knight who lives for the carnage itself rather than for any ulterior motive.
  • Force and Finesse: Rhaast and Kayn respectively. Rhaast heals from dealing damage, and roars into battle head-on with his sustain and durability, while Kayn has greater burst and strikes at the enemy's backline from the shadows. Exemplified by their respectively upgrades to Blade's Reach where Kayn use a shadow to cast it at greater range and without slowing himself down, while Rhaast sends his enemies flying with a powerful uppercut.
  • Friendly Enemy: Subverted. They're mortal enemies locked in a struggle for dominance, but because both of them are utterly confident in their victory, they come off as a lot more friendly than they really are.
  • Gameplay and Story Integration: At the beginning of the game, Kayn is still a ninja-in-training, and Rhaast is trapped in the scythe, which explains their initial weakness- Kayn isn't an assassin yet because he still hasn't got the hang of being a shadow ninja, and Rhaast cannot exercise his full power because Kayn struggles against him. Neither is strong enough yet to gain full dominance, but as the game goes on, each can gain strength in different ways, which will eventually result in the form change. And once a form is chosen, Kayn's ability and character icons change to reflect it, even changing all mentions of his name in the tooltips to 'Rhaast' if the Darkin route is chosen.
    • Kayn, as a ninja, wants to assassinate important targets and then book it before he can be retaliated against, which is represented as damaging ranged champions. By doing this he furthers his training. Once he is fully trained, he has the discipline and strength of will to purge Rhaast's corruption and expel him from the scythe. Shadow Step gains greatly enhanced mobility while his version of Blade's Reach allows him to leave a shadow clone to finish the attack, techniques inherited from his master Zed.
    • Rhaast, as a Darkin, wants to fight up close with worthy opponents, which is represented as damaging melee champions. Doing so feeds his bloodlust and allows him to further corrupt Kayn, granting him the strength to wrest free of Kayn's control and possess him. Sweeping Slash is augmented by blood magic to heal Rhaast while his version of Blade's Reach is converted to a crushing blow that knocks up enemies similar to fellow Darkin Aatrox.
    • Even the reason you would pick Kayn or Rhaast is an example of this. If you are doing well it's recommended to go Kayn because it's extremely good for snowballing implying that he's become a master and has become powerful enough to beat Rhaast, but if you are behind, you are recommended to go Rhaast because it allows you to still be relevant, suggesting that Kayn failed to get stronger and Rhaast was able to take control.
  • Gameplay and Story Segregation:
    • To avoid confusion for the other nine players in the game, the in-game chat and ping system still call the character "Kayn" even if Kayn is dead and Rhaast is inhabiting what was used to be his body.
    • Kayn is also the first Champion whose gameplay takes advantage of the fact that there is no longer a canonical League of Legends and these are hypothetical matches (i.e. you haven't summoned the actual person to fight for you). You can destroy Kayn or Rhaast over and over, but at the beginning of the next match they will both be alive.
  • Gardening-Variety Weapon: Both Kayn and Aatrox will taunt Rhaast for being a farming implement instead of a proper weapon. Doesn't make him any less badass, but it does make for some hilarious lines.
    Aatrox: A scythe? A scythe?! Are you planning on murdering fields of wheat?!
  • Glowing Eyes of Doom: In his Shadow Assassin form, Kayn's eyes glow blue, and in Darkin form they glow red. In his base form, his corrupted left eye also glows red.
  • Guide Dang It!: The actual mechanics behind Kayn's transformation gauge are not well-explained either in promotional material or in the game itself. Of particular note is that the gauge doesn't necessarily show the total number of orbs Kayn's earned, but the orb count of whichever type - blue or red - is currently leading, and it doesn't show what type is currently ahead. Secondly - and most importantly - the value of the orbs Kayn earns increases as the game goes on. Kayn could kill the entire enemy team by himself at the start of the game and maybe earn 25% of the orbs he needs, but a single good fight against only one or two enemies at the ten minute mark can bring him from empty to full on his gauge in one go.
  • Intangibility: Shadow Step allows the player to simply walk through walls at will, while Umbral Trespass has Kayn become briefly untargetable while floating inside an unfortunate victim.
  • Kingmaker Scenario: It's ultimately up to the player as to which of the two emerges victorious, depending on whose abilities and strengths they need more for that match.
  • Life Drain: One of Rhaast's key strengths, should he win. He heals a large portion of ability damage on enemy champions, and even more from Umbral Trespass. The duo's LoR incarnation applies this to both Kayn and Rhaast, healing whenever they successfully slay a unit.
  • Living Weapon: Kayn (figuratively) and Rhaast (literally). They're fighting to see who ends up wielding whom.
  • Magikarp Power: Begins the game rather weak and unspecialized, with his abilities doing little outside of damage. Once the player selects either Shadow Assassin or Darkin, Kayn's role as either an Assassin or a Diver is solidified.
  • Mirror Character: For all their differences, Kayn and Rhaast both love killing, and both consider the Rift Scuttler extremely annoying to deal with. They also really enjoy using Kayn's shadow powers.
  • Mutually Exclusive Power-Ups: Because selecting one transformation over the other involves either Kayn or Rhaast killing the other, the transformation you didn't select is logically locked out permanently for the rest of the current match. Making the right choice for the current situation is an important part of mastering Kayn.
  • Red Eyes, Take Warning: Kayn's left eye glows red in his base form, showing the extent of Rhaast's corruption. Both eyes are red in Darkin form.
  • Red Oni, Blue Oni: Rhaast's red to Kayn's blue, shown clearly in their respective final forms.
    Kayn: The true assassin kills one to save many.
    Rhaast: Such noble lies. Save no-one, it's so liberating!
  • Spin Attack: The second part of Reaping Slash cuts all around Kayn.
  • Teeth-Clenched Teamwork: Both of them are trying to kill the other, but since they're initially at an impasse, they fight together until one absorbs enough power from fighting to gain dominance. You won't hear a single voice line that doesn't feature the two bickering.
    Rhaast: "I have waited eons to bathe this realm in blood!"
    Kayn: "Talk, talk... You'll do nothing without me."
  • Victor Gains Loser's Powers: If Kayn purges Rhaast, he masters the mighty scythe and fully integrates it into his combat style. If Rhaast consumes Kayn, he adds Kayn's shadow magic, namely phasing through walls, to his usual repertoire of powers.
  • You Are Already Dead: Similar to Zed's Death Mark, Umbral Trespass can leave a helpless victim awaiting their doom as Kayn deals the killing blow by emerging.

Tropes for Kayn

  • The Ace: Kayn has mastered every martial weapon possible, so naturally he thinks he can tame the Darkin scythe.
    "I have mastered every weapon of war. No prattling tool will prove an exception."
  • Affably Evil: While Kayn is definitely a power-hungry Blood Knight, he doesn't really have beef with any other champs and mostly acts in accordance to his agenda of mastering his weapon. He even assures no hard feelings to Shen, leader of his rival faction, before engaging in combat.
  • Animesque: Pushes the boundaries; visually, Kayn takes a lot of inspiration from Naruto and Soul Eater, and his goal of becoming the next leader of the Order of Shadow just screams shonen protagonist arc.
  • Anti-Villain: It's suggested that Kayn, like most Ionian champions, is simply defending his homeland. Even so, he's a bloodthirsty assassin who has no qualms about killing anyone that stands in his way.
    Kayn: "The true assassin kills one to save many."
    Rhaast: "Such noble lies. Save no one; it's so liberating!"
  • Because You Were Nice to Me: Zed took him in when he was a defenseless child soldier from Noxus, and Kayn has never forgotten that.
  • Bishounen Line: Played straight if Kayn becomes the Shadow Assassin, becoming more effeminate and ethereal, a sharp contrast to becoming more monstrous if Rhaast wins.
  • Born Winner: This is a common trait of champions in general, but Kayn pushes it a step further. His prowess over weapons and killing is simply something he was born with, and very few people can even resist Darkin corruption, let alone turn the tables and purge a Darkin from its weapon.
  • Casting a Shadow: He's a member of Zed's Order of the Shadow, and if you choose the Shadow Assassin route, you can see the similarities between Zed and Kayn by how their abilities work, namely creating shadow clones to attack.
  • Child Soldiers: Was conscripted in Noxus as a boy, sent to Ionia and expected to die in his first battle. Zed took him in and raised him as a proper warrior.
  • Doppleganger Attack: To help indicate his use of shadow magic like Zed; when using Blade's Reach as a Shadow Assassin, Kayn leaves behind a shadow that casts the ability for him, similar to Zed's much more advanced use of shadows in combat.
  • Eyepatch of Power: Odyssey Kayn starts off with one, which he gets rid of when he shifts into Shadow Assassin.
  • Fatal Flaw: Kayn's pride led him to try to wield Rhaast instead of destroying him like Zed commanded. It could indeed prove fatal for him (and a lot of people around him) if the player chooses the Darkin route, where Rhaast wrests himself free from Kayn's control, impales him, and then possesses his body.
  • Fate Worse than Death: It's unclear whether Kayn dies in the sense that the Kindred get to collect him should Rhaast win their battle for dominance, as Rhaast's description of Kayn's fate is rather... unpleasant.
    Kayn weeps in the abyss between oblivions. Idiot.
    • Odyssey Kayn doesn't fare much better.
    Poor Kayn! Our would-be emperor, tumbling endlessly into darkness!
  • Fragile Speedster: The Shadow Assassin route, allowing Kayn to deal more burst damage and improving his abilities' ranges and flexibility. But he lacks any of the durability Rhaast gets when the latter takes over.
  • From Nobody to Nightmare: From a Noxian child soldier to an unstoppable shadow-ninja assassin or an equally unstoppable rampaging Darkin.
  • Going Native: Noxian by birth, but Kayn considers himself Ionian and has no love for his home country.
  • Highly-Visible Ninja: Going shirtless and wielding a massive scythe does not exactly make for subtlety. Though there's not much need for a costume when you can simply walk through walls.
  • Hijacking Cthulhu: Darkin gain new forms by taking over the bodies of those who pick up their weapons, but Kayn has the potential to turn the tables on Rhaast by destroying him and claiming his scythe for his own.
  • Impaled with Extreme Prejudice: Choosing the Darkin route triggers an animation where the scythe begins moving on its own, before impaling (and presumably killing) Kayn to allow Rhaast to take over.
  • Instant Expert: Kayn has mastered every weapon with ease and is a natural adept at Zed's shadow magic. It's why he's so certain he can tame Rhaast.
    Kayn: ''I have mastered every weapon of war, no prattlin
  • Mr. Fanservice: Visual demonic corruption aside, Kayn is a very attractive young man evoking dark Bishounen design tropes and fights his battles shirtless. It's even acnowledged In-Universe by Akali during issue 3 of the "Zed" comic.
    Akali: I mean I hate admitting it, but the abs and shirtless thing? Actually works for me. But those eyes? Crazy. You're hot. But crazy.
  • Name of Cain: The Xtreme Kool Letterz variation, but his name is pronounced the same, and he's clearly the normal, nice Ionian.
  • Nice Job Breaking It, Hero: Kayn was actually supposed to destroy Rhaast, for fear of Noxus using the darkin scythe against Ionia. But Kayn was so supremely confident that he chose to take the living scythe for his own use.
  • Ninja: A scythe isn't exactly normal ninja weaponry, but then again, Rhaast isn't exactly a normal scythe. Kayn is a part of Zed's Order of the Shadow, so he at least has some credence as a ninja. The Shadow Assassin route exemplifies this.
  • Oh, Crap!: When Rhaast becomes stronger, he wrests himself free of Kayn's grip. Kayn takes a step back that screams this, but by then it's too late for him.
  • Post-Mortem One-Liner: Shadow Assassin Kayn is especially fond of these.
  • Pretty Boy: Kayn, which takes on darker emo-look when he goes Shadow Assassin. When Rhaast takes over, he gets considerably more demonic and corrupted looking.
  • Pride: The reason Kayn wields Rhaast instead of just destroying him like he was meant to. His pride can either be validated or prove to be a very bad idea depending on what the player wants.
  • Red Right Hand: Or in Kayn's case, his left. By default, Kayn is already half-possessed by Rhaast, with his left arm and the left side of his face (including his eye) being already formed into the grotesque, fleshy Bio-Armor the Darkin are made of. Should Kayn successfully purge Rhaast, this goes away, but if Rhaast wins, well...
  • Revenge Before Reason: Kayn really has it out against Noxian champions (no doubt as a result of being used as cannon fodder as a child by them). Notably, his shadow assassin form will have lines for Darius and Sion in particular, who are both melee juggernauts who are almost impossible for him to beat directly without a considerable advantage. But if you attack either, Kayn gleefully calls for vengeance.
  • Slasher Smile: He sports one in his splash art.
  • Slipknot Ponytail: In his Shadow Assassin form, Kayn's long braided hair comes undone and flows freely. Meant to symbolize his newfound freedom from Rhaast and other restraints.
  • The Starscream:
    • Subverted with Kayn. While it's very clear that he has aspirations for becoming the leader of the Order of the Shadow, his backstory makes it clear that he wants to inherit the order from Zed rather than try to forcibly take the mantle for himself. Also, his quotes towards an allied Zed and an enemy Shen show that he respects Zed very highly, even if he believes his Shadow Assassin form now surpasses him.
    • Played With further in the Zed comic. In issue 3, implicitly because he knows his next encounter with either Shen or Jhin will put him at grave risk, Zed takes the time to formally declare Kayn his successor. When said encounter plays out in issue 4, but ends with Zed defeated and captured by Shen and the Kinkou, Kayn observes but for whatever reason chooses not to interfere, declaring himself the new Master of Shadows. This is still subverted as when Zed returns and Kusho offers a free chance to kill him to take his position, Kayn has none of it and sticks with his master once again.
  • Surpassed the Teacher: In his Shadow Assassin form, Kayn believes he's done this. Given the way Kayn scales into the late game compared to Zed, he's not necessarily wrong.
    Kayn: Zed now walks in my shadow.
  • Trash Talk: Kayn does this regularly early on to Rhaast, possibly to assert his control over his mind and body.
    Kayn: Who should I obey: Master Zed, or the farm implement with delusions of grandeur?
  • Undying Loyalty: Despite Rhaast's influence and his own ambitions, he truly is Zed's man. In the final issue of the Zed comic, as the Order of Shadows finds itself splintering between Zed and Kusho's rule, Kayn sticks with Zed, actively defying Kusho's orders for him to be executed.
  • Voice of the Legion: Shadow Assassin Kayn has an echo filter over his voice.
  • Walking Shirtless Scene: He wears no shirt. His left arm is mostly corrupted, though, with what appears to be a large pauldron sitting on his shoulder.
  • Well-Intentioned Extremist: His lines indicate that Kayn is acting for the betterment of Ionia, but his plans do involve killing whoever he sees as a threat to the islands, a task he carries out with gusto.

Tropes for Rhaast

  • The Ageless: As with the other Darkin, Rhaast appears completely immortal, even saying as much.
    Neither time, nor violence will end me.
  • Attack! Attack! Attack!: Even when in his weapon, Rhaast relishes every moment of violence he can commit, and considers any interruption in fighting (especially recalling) to be an extreme annoyance. This extends into the playstyle of his evolved form, frontlining for his team and healing for as much damage he can dish out.
  • Bash Brothers: Rhaast with Aatrox, the two having fought wars together in the past.
  • Blood Magic: The Darkin were responsible for this type of magic in Runeterra, so it's not surprising that it's incorporated into the Darkin route, which grants bonus lifesteal.
  • Boisterous Bruiser: Rhaast when he takes over, takes almost infectious glee in the slaughter he is either currently inflicting, will inflict soon, or has already inflicted.
  • The Corruption: Rhaast is attempting to take over Kayn's body, transforming his left arm and trying to weaken his resolve.
  • Faux Affably Evil: Rhaast will occasionaly entertain a chummy demeanor, with the likes of his brothers-in-arms Aatrox and Varus. But the moment he comes out victorious in any confrontation, he'll happily trash talk his opponent and revel in the carnage. That's not to mention how he treats Kayn after possessing his body.
  • The Ghost: While Kayn is a prominent character in the Zed comic, Rhaast's presence was left only implied (despite him being very visible on the cover of issue 1) before he was finally revealed in issue 5. Before that, Kayn's left arm (presently corrupted by Rhaast's influence) is in handwraps, only barely covering up initial signs of Rhaast's corruption, and he's always carrying a suspiciously-wrapped weapon on his back, whose shape is blatantly that of The Darkin Scythe himself.
  • Grand Theft Me: If Rhaast wins, he gets Kayn's body and his shadow abilities to use as his own.
  • Hidden Depths: Rhaast reins himself in until he takes over Kayn's body, instead trying to erode at Kayn's will by offering him freedom and power while simultaneously playing on his fears and doubts. The moment he wins, however, that all goes right out the window and gets replaced with gleeful carnage.g tool will prove an exception.''
  • I Lied: In their Odyssey skin, Rhaast says this verbatim just before crushing Kayn and taking his body.
  • Laughably Evil: Rhaast is more randomly destructive than Kayn, but his short attention span, carefree attitude, and casual willingness to admit to mistakes makes him far more amusing than his chronically uptight partner.
    (Upon reviving in Darkin form) Okay! That did not work!
  • Lightning Bruiser: The Darkin route gives Rhaast the ability to heal by hitting enemy champions with his abilities, while also gaining max-health-based damage and slightly better crowd control.
  • Obviously Evil: Rhaast makes it very clear that he's an evil, omnicidal monster who wants to slaughter everything in sight. His demonic humanoid form doesn't detract at all.
  • Psychopathic Manchild: For a being perhaps thousands of years old, Rhaast has little more depth or motive than "kill everything he can".
    Rhaast: Which to wreak first? Carnage, havoc, or mayhem? I just can't decide.
  • Scheherezade Gambit: What Rhaast is running; his one chance to survive is to keep Kayn interested in their duel; otherwise Kayn will just destroy the scythe like he was originally meant to.
    Kayn: I let you go, and you will die.
    Rhaast: And you will lose.
  • Sealed Evil in a Can: Barely. Rhaast is confined to the scythe, but he has the power to take over the body of anyone who makes direct contact with him. Kayn already shows signs of Rhaast's influence but is preventing him from taking over entirely (thus far).
  • Sinister Scythe: It doesn't really get more sinister than an Omnicidal Maniac Living Weapon trying to possess its wielder. That being said, the scythe appears to be seen less as symbol of death and more of an actual harvesting tool in Runeterra, which leads to Rhaast getting a short end of the stick compared to his kin.
    Aatrox: I chose a sword, the noblest weapon, Rhaast. You... seriously I don't understand. Were you trapped in the gardening section?
  • The Starscream: If one of his taunts towards an enemy Aatrox are any indication, he's not too different from Kayn in this regard.
    Rhaast: We're moving to Plan B, Aatrox: you die.
  • Wowing Cthulhu: Despite the fact that he wants to corrupt and consume Kayn, Rhaast does genuinely respect Kayn's prowess in combat and his abilities, going as far as calling him "the great Kayn" in his taunt if he happens to take over him.

    Kennen, the Heart of the Tempest 
https://static.tvtropes.org/pmwiki/pub/images/kennen_original.jpg
"The eyes never lie."

Voiced by: Philece Sampler (English), Ana Esther Alborg (European Spanish), Laura Torres (Mexican Spanish), Kumiko Watanabe (Japanese), Luisa Palomanes (Brazilian Portuguese), Yeong-Su Jeon (Korean), Prokhor Chekhovskoy (Russian)
Appears In: Legends of Runeterra

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

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

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

Kennen's alternate skins include Deadly Kennen, Swamp Master Kennen, Karate Kennen, Kennen, M.D, Arctic Ops Kennen, Blood Moon Kennen, Super Kennen, Infernal Kennen, Damwon Kennen, and Astronaut Kennen. Wild Rift exclusively includes Supreme Cells Kennen.

In season 1 of Teamfight Tactics, Kennen is a Tier 3 Elementalist with Ninja and Yordle origins. His Slicing Maelstrom ability summons a thunderstorm that constantly damages nearby enemies, stunning them after three consecutive strikes. He was removed in season 2. Season 4 brought him back as a Tier 3 Ninja Keeper. In season 5, he uses his Infernal Kennen skin as a Tier 2 Hellion Skirmisher. His ability was changed to Flame Rush, which makes Kennen dash past his current target before doing so again towards the farthest enemy; enemies Kennen passes through while dashing take magic damage and are stunned for a few seconds. He was removed in season 6, returning in season 10 using a TFT original skin as a Tier 1 True Damage Superfan Guardian. His Shock and Awe ability has him discharge a jolt at two random enemies in range, each dealing magic damage and briefly stunnning them. His True Damage Bling Bonus causes each jolt to discharge at a second target for reduced damage and stun duration.

In Legends of Runeterra, Kennen is a 1-mana 2/1 Ionia Yordle Champion with Quick Attack who when summoned creates a Mark of the Storm in your hand, a Fast-speed Fleeting 0-mana spell that either grants an enemy unit a Mark of the Storm or, if they already have one, removes it to deal 3 damage to them and Stun them. Once you have summoned any single unit 5 or more times he levels up, gaining +1/+1 and creating a Mark of the Storm when he attacks or is blocked as well as when summoned. His signature spell is Kennen's Lightning Rush.
  • Adorably Precocious Child: Sort of, since his voice gives off the impression that he's still rather young. Tries to be "precocious", but ends up getting excited.
  • The Artifact: He's one of the few champions there from nearly the start of the game to have his kit be virtually unchanged since that time. From a lore perspective, he has also had very few updates and like Shyvana is conspicuously absent from the Zed comic that featured both Shen and Akali and was not present in The Lesson cinematic which also featured his fellow Kinkou despite apparently having been even more of a father figure to Akali than Shen was.
  • Badass Adorable: He's one adorable flppin' yordle ninja.
  • Combos: Getting 3 Marks of the Storm on an enemy will stun them. Kennen players with a very good grasp on timing abilities can even chain multiple stuns in a row.
  • Cool Mask: Wears one in his Blood Moon skin. Like Blood Moon Kalista, he takes it off in his recall animation.
  • The Faceless: He's a ninja. DURRR. Mostly subverted in his Karate skin... though he still wears a mask over his eyes in it.
  • Environment Specific Skin: Arctic Ops Kennen.
  • Fuuma Shuriken: Although it's mostly to the size of a Yordle.
    "Yes they make Shurikens this small!"
  • Gratuitous Ninja: He's a flippin' ninja!
  • The Heart: His title is not just for show - he serves as the moral-center for the Kinkou. It was enough that even after leaving the Kinkou, Akali still has a soft spot on him.
  • Highly-Visible Ninja: Has little advantage over most other champions to make a tricky surprise attack. The very conspicuous lighting he generates doesn't help much either.
  • Hit-and-Run Tactics: Kennen's kit encourages players to do this thanks to his massive movement speed and landing his stuns using spells and autoattacks. This is more prominent in AD centric/split-pushing builds than AP builds though.
  • Keet: His age is unknown but he sounds like a little boy, energetically runs around, and is the most excitable of the Kinkou.
  • Jack of All Trades: His kit in theory is a relatively basic and straightforward mage-marksman package, but the reason he's dubbed a Specialist champion is because in practice, it's shockingly versatile. The highly specific makeup of his kit (mostly thanks to his passive) means he can be played as a straight AP combo mage or as a high DPS AD-based marksman in just about every lane role.
  • The McCoy: He's the good-hearted optimist of the Kinkou.
  • Moral Pragmatist: As the Heart of the Kinkou, he is still as dedicated to maintaining balance as Shen is, but he is much more pragmatic about it; in his color story, when confronted with Kinkou members whose hearts had fallen out of balance, he gives them the option to leave the Order and be remembered as fallen heroes, allowing them to start new lives where they could fight for Ionia. He only kills the member who attacks him out of grief.
  • Nice Guy: Part of being The Heart. He's the only one who'd consider forgiving Zed, for instance, if he apologized to them.
  • Not the Intended Use: Kennen's Electrical Surge passive scales off in attack damage, has relatively decent base attack speed and damage, and have a good form of sustain since he uses energy. Because of these factors, many players often play him as an AD carry instead of an actual mage. He is even used to play in the top lane as an AD build instead of the middle lane because he often fares well against a lot of melee bruisers and doesn't fare well against many mages in the mid lane. This is even acknowledged by the Riot staff themselves when they introduced the custom item builds to the game.
  • Old Master: It's not immediately apparent given his youthful and excitable demeanor, but as of Akali's VGU, he served as a mentor and surrogate father figure to her since her childhood.
  • Older Than They Look: Despite his Keet personality, yordles are known to have extremely long lifespans, and he's implied to be one of the older members of the Kinkou Order, or at least old enough to serve as Akali's mentor during her childhood. His color story puts him at at least 1000, and possibly even older.
  • Power Trio: With Akali and Shen, until Akali left the Kinkou.
  • Really 700 Years Old: He's at least 1000, and probably older.
  • Shock and Awe: Absolutely everything he does.
  • Sphere of Power: His E surrounds him with lightning in a ball shape.
  • Super-Speed: His E ability temporarily grants him a huge burst of speed in lightning form.

    Kha'Zix, the Voidreaver 
https://static.tvtropes.org/pmwiki/pub/images/khazix_originalloading.jpg
"Change... is good."

Voiced by: Unknown (English), Rafael Azcárraga (European Spanish), Pedro D'Aguillon Jr. (Mexican Spanish), Takeshi Maruyama (Japanese), Armando Tiraboschi (Brazilian Portuguese), Beom-Ki Hong (Korean), Ilya Isaev (Russian)

"Kill. Consume. Adapt."

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

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

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

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

In season 1 of Teamfight Tactics, Kha'Zix is a Tier 1 Void Assassin. His ability, Taste Their Fear strikes nearest enemy and damages them, with the damage significantly increased if the target has no adjacent allies. In season 2, he was changed to use his Guardian of the Sands Kha'Zix skin and became a Tier 4 Desert Assassin. His ability is Arid Assault, which makes him briefly stealth, rush to the enemy with the lowest health and attack them, doing bonus damage with an automatic critical hit and gaining mana. Season 3 sees him return to the same skin, cost, ability, and traits as his season 1 incarnation, aside from his class being changed from Assassin to Infiltrator. He was removed again alongside the other Void champions in the Return to the Stars mid-set update. He returns in season 5 using his Championship Kha'Zix skin as a Tier 1 Dawnbringer Assassin, again retaining Taste Their Fear as his ability. He was initially removed in season 6, but returns in the Neon Nights mid-set update using his base skin as a Tier 4 Mutant Assassin. His ability was changed to Void Assault, which works similarly to his season 2 ability, though in this iteration he leaps to his target instead of entering stealth, the attack is not guaranteed to critically strike, and Kha'Zix doesn't gain mana in exchange for the attack increasing his target's mana cost for their next spell cast. He was removed in season 7, returning in season 11 using his Lunar Guardian Kha'Zix skin as a Tier 1 Heavenly Reaper, whose Heavenly bonus grants increased critical strike chance. His Leap! ability has him jump to the lowest health enemy within 3 hexes and strike them for physical damage.
  • Animalistic Abomination: As a voidborne, he's an alien being who is born to consume everything in his path. Having spawned in the jungles of Ixtal, his form adapted into that of an insectoid hunter that adopts traits of all the prey he consumes, making him an unearthly mix of different attributes.
  • The Assimilator: Those three words in the quote above? Those describe an urge so primal to him that even if he absorbed and evolved a great mind which told him it wasn't the smartest thing to do, he'd discard the intellect in favor of continuing killing, eating and evolving.
  • Audible Sharpness: His passive is triggered by disappearing from the vision of the enemy team: It increases his next attack's damage and slows the target. How will you know if you're fulfilling the 'not seen by enemy' requirement for refreshing it? Well, you get a neat little buff, and purple void blades grow from Kha'Zix's claws with an audible "tzing".
  • Big Creepy-Crawlies: He looks kinda like a big, purplenote  praying mantis.
  • Blade Below the Shoulder: No hands, just blades attached to wrist-joints - said blades are almost as tall as he is when he's crouching.
  • Boring, but Practical: His Leap is one of the most simplistic dash abilities in the game, with a short range and no bells or whistles attached other than a practically token amount of AoE damage to what he lands on, but it serves its purpose. This is subverted if he chooses Evolved Wings, drastically increasing its range and causing it to reset whenever he gets a takedown, but you won't always take this, depending on where Kha'Zix's ability balance is at on the current patch (although you usually would).
  • Cannibalism Superpower: Kha'Zix wants to kill deadly opponents, evolve by eating the corpse, then find another target with whom to repeat the cycle.
  • Crosshair Aware: Inverted for Kha'Zix. His Isolation mechanic automatically identifies and targets any enemy far enough from their allies that would make them vulnerable, but only Kha'Zix can see the mark. If using the "Mecha" skin, the visual cue is literally a crosshair.
  • Difficult, but Awesome: Kha'Zix suffers from typical assassin weaknesses of being very feast or famine, he's a squishy melee character that needs to burst his target down quick and get out just as fast. But he also has added difficulty in that his target needs to be Isolated to access his insane burst damage, and he has an incredibly versatile play style with his evolutions, requiring a lot of knowledge to know which ability to evolve at which time. He also has a lot of cool animation cancels that are key to reducing the amount of time enemies have to react to his damage.
  • Dynamic Entry: When leaping from bushes, it can be this. But if you evolve his jump, the range doubles, and the jump's cooldown refreshes on kill or assist, so it's not uncommon to see Kha'Zix come flying over the treeline, leapfrog from champion to champion, then jump back over the trees and vanish.
  • Evolving Attack: In as literal a sense as possible. Every point spent in his ult gives him an evolution point to upgrade one of his abilities, making it more powerful.
  • Exactly What It Says on the Tin: His E ability, "Leap". He leaps. He does a bit of damage on landing, but it's not that impressive. It only get interesting when he enhances it with Evolved Wings.
  • Expy: The Alien to Rengar's Predator - their inspiration can be seen throughout their interactions and their 'hidden' quest when they are on opposing teams..
  • Foil: To his rival, Rengar. While both have very similar kits and abilities, they need to be used in the opposite way. Rengar benefits from his enemies being clumped up together, while Kha'Zix wants to isolate and delete a single enemy squishy in half a second.
  • Fragile Speedster: Like Rengar, he revolves around appearing from out of nowhere. Unlike Rengar, he really can't afford to stick around if he doesn't score a kill quickly, having no tools to boost his durability. Thankfully, his toolset can be used to make an escape just as easily as it can be used to engage.
  • Gameplay and Story Segregation: Like Kog'Maw, Kha'Zix's story revolves around consuming his enemies and gaining their abilities. Also like Kog'Maw, he has absolutely no mechanics related to this (his evolution mechanics occur naturally as he levels up and is not related to anyone he has killed in any way). The sole exception is if you complete his unique quest against Rengar where you are awarded an additional evolution point for defeating a Rengar before he can do the same to you.
  • Glass Cannon: In exchange for his mediocre health and defensive stats, Kha'Zix has some of the highest damage potential in the game thanks to his incredibly high damage scaling. Taste Their Fear alone can shred an enemy champion's health in two if he builds it all the way.
  • Growing Wings: Evolving his leap will make him grow wings, and cause him to fly around from time to time when moving. True to his insectoid appearance, the wings are insectoid as well.
  • Invisibility: Void Assault grants invisibility with a single click, resetting Kha'Zix's passive as a bonus. He can vanish up to three times if he evolves his ultimate.
  • Laser Blade: Has purple void-energy blades forming on his claws whenever his passive is ready.
  • LEGO Genetics: With near instant evolution and ability to discard evolutions at will, one has to assume this trope is in play somewhere.
  • Macross Missile Massacre: Mecha Kha'Zix's Void Spike becomes a salvo of missiles.
  • Mini-Mecha/Robot Me: His Mecha Kha'Zix skin.
  • Metamorphosis: His evolution mechanic is this in game: Once an evolution is chosen, it takes him a few seconds of standing still while playing out an unique evolution animation - from this point on the new attribute is permanent for the remainder of the match.
  • Mirror Character: From his rival, Rengar. They're both hunters who seek the most powerful prey to make them stronger. Even more, their kits are extremely similar. Both have single target, high damage nukes (Taste Their Fear, Savagery), a skillshot (Void Spikes, Bola Strike), a way to jump at enemies (Leap, Unseen Predator), benefits from being stealthed (Unseen Threat, Unseen Predator), ways to self heal (Void Spikes, Empowered Battle Roar), and most importantly, ultimates that grant a power spike and stealth (Void Assault, Thrill of the Hunt). While they need to be played differently, the kits are very alike.
  • Never Split the Party: Whatever you do while fighting a Kha'Zix, you should never go alone: Kha'Zix's damage increases by quite a lot if you're without an ally of any sort nearby, and if his claws are evolved, that damage will increase even more: It's not uncommon for a Kha'Zix to do around 1000 damage to an isolated target in a very short fraction of time.
  • Punctuation Shaker: As is typical of Void monsters, his name is two syllables split by an apostrophe.
  • Resource Reimbursement: An evolved Taste Their Fear refunds most of its cooldown if it strikes a target that is isolated with no nearby allies.
  • Serrated Blade of Pain: Evolving his first ability will turn his already sharp blades into these. It's no surprise they're capable of dealing out some serious hurt afterwards.
  • Sinister Scythe: He doesn't so much have hands as his has these.. perfect tools for a ruthless predator.
  • Spike Shooter: A volley is shot with each use of Void Spikes, three volleys in a cone if evolved. If they hit a target they explode, dealing damage as well as applying his passive if available when evolved. And if Kha'Zix is in the range of said explosion, he's healed.
  • Stealth Expert: The nature of his passive, bonus damage that resets after vanishing from sight, encourages Kha'Zix to strike from out of view whenever he can. And when evolving the right abilities, he gains the ability to leap in and out of danger back into the jungle, or turn invisible to sneak around in combat.
  • Took a Level in Badass: In Teamfight Tactics; in the initial release he was just a low-ranking Tier 1 assassin, but in Rise of the Elements he was promoted to Tier 4, the biggest upgrade of any returning unit.
  • Trrrilling Rrrs: He'll be trrrillllliiing any letter that suits it, but it's most noticeable with the R's.
  • Turns Red: Any of his evolutions count as this in terms of gameplay, though he literally turns red upon enhancing his ultimate.
  • Worthy Opponent: Considers Rengar to be this. Riot themselves want to encourage opposing Kha'Zix and Rengar players to enact their final duel, with a special in-game benefit to whoever kills (or assists in killing) the other at level 16 first. If Kha'Zix kills Rengar, as hinted at in the lore he reaches the pinnacle of his predatory evolution by absorbing Rengar's strength; this provides him with a bonus evolution point, allowing Kha'Zix to enhance all of his abilities.
  • You Are Who You Eat: In a nutshell. He's driven by a need to feast and evolve based on the prey he just consumed.

    Kindred, the Eternal Hunters 

Lamb and Wolf, the Kindred

https://static.tvtropes.org/pmwiki/pub/images/kindred_originalloading3.jpg
"Never one..." "...without the other."

Lamb voiced by: Marcella Lentz-Pope (English), Tania Ugía (European Spanish), Alondra Hidalgo (Mexican Spanish), Mamiko Noto (Japanese), Rebeca Zadra (Brazilian Portuguese), Bo-Ra Yu (Korean), Veronica Sarkisova (Russian)
Wolf voiced by: Matthew Mercer (English), Roberto González (European Spanish), Irwin Daayán (Mexican Spanish), Tadahisa Saizen (Japanese), Marco Nepomuceno (Brazilian Portuguese), Hyo-Min Ahn (Korean), Kirill Radzig (Russian)
Appears In: Legends of Runeterra

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

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

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

Kindred's alternate skins include Shadowfire Kindred, Super Galaxy Kindred, Spirit Blossom Kindred, Porcelain Kindred, Woof and Lamb Kindred, DRX Kindred, and Prestige Porcelain Kindred.

In season 1 of Teamfight Tactics, Kindred are a Tier 4 Phantom Rangers. Their ability is Lamb's Respite, which surrounds them with a zone in which allies can't be reduced below a flat health threshold. In season 2 they were changed to use their Shadowfire Kindred skin and became Tier 3 Shadow Infernal Rangers. Their ability is Dance of Dread, which makes Lamb leap away from their target while Wolf mauls it, doing damage and applying Grievous Wounds. Season 4 Kindred works much the same way, save that they're a Tier 3 Spirit Hunter using their Spirit Blossom skin. Their class was changed to Executioner in the Festival of Beasts mid-set update due to the removal of the Hunter class. In season 5, they return to using their base skin as a Tier 5 Eternal Mystic Ranger; their Eternal origin is a unique trait that separates Wolf from Lamb, allowing him to be freely deployed as a separate unit with his own ability; Wolf cannot equip items like Lamb can, but he does receive all of her raw stat bonuses from items and other sources. Lamb's ability is Lamb's Respite, which functions identically as it did in season 1 with the additional effect of also making Wolf invulnerable for the duration. Wolf's ability is Wolf's Frenzy, which makes him return to Lamb, healing them both, before lunging at the lowest health enemy for magic damage. They were removed along with the Eternal origin in the Dawn of Heroes mid-set update, returning to their Spirit Blossom Kindred skin in season 11 as a Tier 2 Fated Dryad Reaper, whose Fated bonus grants increased attack speed. Their Flourish of Arrows ability has them leap away while firing two arrows, one dealing magic damage to their current target and the other dealing reduced damage to the nearest enemy.

In Legends of Runeterra, Kindred are a 4-mana 4/3 Shadow Isles Champion with Quick Attack, who marks the weakest enemy unit the first time in a round you slay a unit, and destroys all marked units at the end of the round. Once they have seen you slay 2 marked units (either through their effect or other means) they level up, gaining +1/+1, and additionally gaining a permanent +2/+2 every time they mark a unit. Their signature spell is Kindred's Spirit Journey.
  • Affectionate Nickname: Lamb calls Wolf "Dear Wolf", and Wolf calls Lamb "Little Lamb".
  • Animal Jingoism: Wolf's solo taunt for Rengar?
    Wolf: Chase the cat!
  • Asian Fox Spirit: Wolf resembles a kitsune in his Spirit Blossom skin.
  • Assist Character: This is largely how Wolf functions. Normally he simply follows Lamb (who is controlled by the player), unable to attack or be attacked. He separates and performs some functions for their passive, second skill, and third skill.
  • Big, Stupid Doodoo-Head: Wolf's attempt at mimicking Lamb.
    Wolf: Words, words, la-la-la, pew-twang-pew!
    Lamb: Are you imitating me?
    Lamb: I'm hungry, I'm hungry! I'm bored. Chase! Chase! Chase!
    Wolf: You get it now!
  • The Beastmaster: In-game, the relationship between Lamb and Wolf is similar to this, with the player mostly controlling Lamb with Wolf assisting in the hunt.
  • Beast and Beauty: While both are animalistic, Lamb is much more human than Wolf.
  • Big "NO!": When slain in Legends of Runeterra, this is one of Wolf's possible responses.
  • Blood Knight: Wolf cares only about chasing and hunting prey, waiting impatiently and complaining of boredom when not on the hunt.
    Wolf: "Chasing is the best game in the world, and I always win!"
  • Blue-and-Orange Morality: Being personifications of death, Kindred doesn't operate on what we consider normal moral standards. You can be a vicious, evil bastard but receive Lamb's bow if you accept death. While an upstanding, moral person can receive Wolf's teeth if they run.
  • Brains and Brawn: Lamb is the brains, Wolf is the brawn. However, Lamb isn't exactly a weakling, either.
  • Confusion Fu: Similarly to Kalista, Lamb can hop all over the place while in Wolf's territory. There's also a lot of options to mess around with enemies by marking them with Kindred's passive, such as marking an enemy only to target a different enemy, or marking an enemy just to scare them and make them break off an attack on an ally, even if Kindred is on the other end of the map, or doing the above for a while, and then going ahead and attacking the marked enemy for real.
  • Cool Mask: Both Wolf and Lamb wear masks (of a Lamb and Wolf respectively).
  • Crutch Character: They somehow manage to be both this and Magikarp Power; their kit is well-suited to constant early ganking which tends to be Simple, yet Awesome with how they just chase somebody down and shoot them, and their respectably high base damages help secure the kill. However, if they fail to get sufficient amount of passive stacks, they have almost no presence in the mid/late-game beyond their ultimate due to relatively poor scaling and bad base AD. But if they can persevere through a weakened midgame and pick off stacks here and there, they scale right back up into a deadly carry.
  • Dark Is Not Evil: Being spirits of death - and having a mostly monochromatic palette - is certainly intimidating. But death is but a part of the cycle of life, and it's only their job to seek out those whose time is up anyway.
  • Dissonant Serenity: Lamb mostly speaks in a calm, soothing tone, even when doing things such as telling Wolf to attack or making threats.
  • The Dividual: Though they have different personalities, they are always seen at most a few feet apart and seem to share thoughts. Cultures which give them an origin story speculate that they were once a single person.
    Never one...
    ...without the other.
  • Don't Fear the Reaper: Lamb. Her philosophy on death is it's not something to be feared, and that it gives meaning to life. That said, she's just as eager as Wolf to see you dead if it's your time.
  • Early-Bird Cameo: As with Bard and Tahm Kench, small details were added into matches (their mark appearing above random characters at the start of a match, either of their masks appearing over a character upon death) prior to their release. Additionally, the shadowy form of Wolf can be seen early in the Curse of the Sad Mummy video.
  • Emotionless Girl: Lamb knows much but feels little, as opposed to Wolf, who feels much but knows little. She asks Wolf how he feels, and what it feels like to feel.
  • Evil Laugh: Lamb's playful, eerie laugh combined with Wolf's vicious cackle make for an unsettling mix.
  • The Faceless: Lamb's mask covers her whole face, while Wolf's mask only covers part of his. Contrasting this, Wolf seems to only have a face and a wispy trail following it, while Lamb has a full body.
  • Finishing Each Other's Sentences: They tend to conclude the other's remarks, with the occasional line spoken in unison.
  • Finishing Move: Mounting Dread is ideal as a finishing blow due to scaling off the target's missing health, and the added slow effect means targets have a harder time escaping their fate.
  • For Halloween, I Am Going as Myself: In the story "All Kindred Eve," the Kindred once stop at a festival held in their honor, where everyone dresses up in costumes of Lamb and Wolf. At least one reveler spots the Kindred and compliments them on their costume, which they are confused by.
  • Four-Fingered Hands: Lamb is oddly inconsistent with this; she appears to have four fingers in the normal splash art (more specifically, three visible fingers and a presumed thumb), but her in-game models and splash arts for other skins depict her with three total fingers.
  • Fragile Speedster: Dance of Arrows alone gives them incredible mobility that lets them roam the map and dart around enemies with ease, especially when used with the cooldown reduction of Wolf's Frenzy. Their durability takes a big hit in exchange though.
  • Gameplay and Story Integration: Wolf Frenzy allows for Kindred to keep up with enemies by reducing the cooldown for Dance of Arrows, allowing them to dash around as needed to keep up with their intended target whether they choose to stand and fight, or try to run. Mounting Dread applies a massive slow on activation, and gaining 3 hits on the target causes them to get pounced upon by Wolf for a chunk of damage, which by that point, the target is either trying to flee with little health remaining, or is refusing to accept that their time is up.
  • Glass Cannon: By late game when they've built up their marks, Kindred is one of the most damaging champs in League, able to swiftly burst enemies with their barrages of arrows. Their defensive stats however are very poor though, and they'll be killed quickly if stopped in their tracks.
  • Glowing Eyes of Doom: They have glowing blue eyes that beam from the darkness.
  • The Grim Reaper: Implied heavily to be the Anthropomorphic Personification of Death, or rather, the result of said personification dividing itself in two. Both take on different mannerisms of the Reaper; Lamb is a gentle, soft, yet eerie and absolute figure, while Wolf is a bestial shade who hunts down those who would defy or flee from their fate.
  • Hates Being Alone: As per their most popular origin story, Lamb and Wolf were originally a single entity that was so lonely from being feared by all that he split himself in two, so at least the resultant halves would be Lonely Together. Fiddlesticks identifies the pair on sight not as Lamb and Wolf, but as the "Grey Man", strongly suggesting that the two are fearful of their past, singular self, and in turn remaining alone forever.
  • I Have Many Names: As mentioned in A Good Death, the Kindred are called Lamb and Wolf, Ina and Ani, Farya and Wolyo, etc.
  • Immortality Field: Lamb's Respite prevents everything within a small area from dying for a few seconds, then heals them for a flat amount after it expires. Pretty strong if your team is losing a fight, letting you essentially become invincible and tip the scales.
  • "Instant Death" Radius: Being a marksman champion, they're very good at killing everything around them by late-game, but special mention goes to Wolf's Frenzy creating a literal fixed radius in which Lamb has excessive mobility and damage with Wolf constantly damaging a single person within the area.
  • "It" Is Dehumanizing: They (particularly Wolf) refer to their marks as 'it.' Not only is it a handy way to avoid pronouns, it reflects how they see the living as mere targets.
    Wolf: Its heart beats fast now!
    Lamb: It knows.
  • It Is Not Your Time: "Lamb's Respite" gives these spirits of death say over who dies when.
  • Kill Steal: They reprimand other champions who steal marked jungle monsters from them. Lamb actually sounds close to angry when this happens.
    Lamb: That was meant to be ours.
  • Living on Borrowed Time: Not them, but anyone who dares try to extend their life beyond their time. This includes all undead, resurrected (they're looking directly at you, Azir), and even those who managed to live when they should have died (this includes Ekko, who's used his Z-Drive Time control device to cheat death many times). Anyone guilty of this will be found out, and Wolf will be guaranteed to chase them.
  • Lonely Together: Lamb and Wolf were created because their legendary original incarnation was lonely and wanted a friend.
  • Magikarp Power: Kindred have a lot of things working against them in the early game — they have crazy, crazy potential scaling, but as junglers, a lot of it is dependent on the two being able to secure their marks as soon as possible, and as a marksman, they have the usual squishiness and broadly low offensive capability as their botlane kin, made more daunting since they don't even have a lane support to babysit them. Once they get their marks, however, they can build up tremendous damage while dancing around their opponents' retaliation, and thanks to the theoretically infinite bonuses of their passive, they can turn an early snowball into an avalanche.
  • Manchild: Wolf is pure, barely-restrained id, happy only when chasing and killing and impatient or bored the rest of the time.
  • Meaningful Name: The word "kindred" means "one's family and relations". Their name also plays on the phrase "kindred spirits" (i.e. like-minded persons).
  • Multiple-Choice Past: Given how universal yet indefinable the Kindred are as a concept, it's no surprise that the "origins" that mortals apply to them vary wildly. It's possible that some of these stories may have some grain of truth, but given how cosmically absolute Kindred is, it seems like the truth will only ever be known to them and them alone.
    • The most commonly-recounted tale is that they were once a single person, described by the two in-game as "a pale man with dark hair", and colloquially referred to as the "Grey Man" (which is what Fiddlesticks, possibly one of the most ancient beings in existence, calls them). Because he was feared by all, he was lonely, so he split himself in two so that he would always have a friend.
    • A variant of the story shared in Bilgewater (recounted in the "All Kindred Eve" story of Realms of Runeterra) is that of "a pale rider who rode a great black beast" that brought death to all that saw them. One night, as they came across a forked path, they split themselves in two to travel both directions, one leading into dark woods, another into a city of light. By the time the paths reconverged, the two selves had changed substantially from their journeys, and now they travel side by side so neither would ever be alone.
    • Legends of Runeterra highlights a completely different potential origin with the presence of The Mask Mother, a mysterious being that appears to be shepherding fallen souls just like Kindred, carries masks like the ones Lamb and Wolf wear, and when she asks them for her name, they respond with "mother"note . Even the Flavor Text introducing her and this theory has no idea what to make of it.
      "They say the Mask Mother created Kindred, just as she created all the incarnations of death. But from whom did she receive her mask, if she didn't craft it herself?"
  • Multishot: Dance of Arrows has Lamb fire up to three arrows at three nearby targets.
  • Not So Above It All/Troll: In 'A Good Death', Lamb knows it's not Magga's time, yet plays around with her and gets Magga to give her an answer to the question of how she wanted to die anyways before revealing she was not yet meant to die.
  • Not the Intended Use: While Kindred's kit is intended for jungling, they have many weaknesses in their kit (poor early game, very slow jungle clear requiring extensive kiting, squishiness) that make them ill-suited for the role. This has led to them seeing some play as a Difficult, but Awesome ADC instead, as they still have the potential to get two marks earlynote  and having a support protecting them can mitigate their early game struggles and allow them to become a strong carry later on.
  • Oh, Crap!: Upon the summoning of an allied Etherfiend, representing "the second death" of being forgotten, in Legends of Runeterra, Wolf will cautiously ask Lamb if she feels his approach. She does.
  • Older Than They Look: Lamb resembles a small girl in her "Spirit Blossom" form. This is confirmed by her bio that this is how the people of Ionia perceive her, imagining the pair as a child and her beastly companion, eternally playing.
  • Paranoia Gambit: Marking an enemy champion for death can have this effect if Lamb marks say, the mid-laner and then never makes her way there, causing the marked enemy to play passively, possibly granting their ally in the same lane an advantage.
  • Percent Damage Attack: This isn't a rare thing in League, but Kindred is a notable user of this trope. Kindred's passive grants them permanent and potentially infinite stacks upon killing a marked enemy champion or large jungle monster, and their basic attacks inflict 1.25% of the target's current health per stack. After the rework, this was moved to Wolf's bite attacks during Wolf's Frenzy.
  • Prepare to Die: They have a long list of quotes that play when Kindred marks an enemy champion for death. Naturally, the marked enemy hears them.
    Kindred: The masks of the Kindred seek you!
  • Pronoun Trouble: "Kindred" the champion refers to Wolf, who is male, and Lamb, who is female, collectively. Therefore, while referring to the champion as a whole, gender-neutral plural pronouns are meant to be used. However, because the player controls Lamb, with Wolf acting as an Assist Character, some players and even some people working for Riot mistakenly refer to Kindred as a whole with female pronouns, presumably meaning instead to speak of just Lamb.
  • Purple Is Powerful: Wolf, while being the Yin half of their Yin/Yang symbolism, is more of a very dark purple than the normal black used in the symbol, and represents the opposite values of aggression, focus and masculinity.
  • Psychopomp: Kindred collectively represents the various cultural equivalents to The Grim Reaper. Some cultures only acknowledge or venerate one of them, Demacia and Ionia seeing a death by Lamb as the most honorable, while Noxus, the Freljord, and Bilgewater see dying evading Wolf as the most glorious. Different cultures also have wildly different aesthetic interpretations of the usual Lamb and Wolf — what we see above is based on southern Freljordian interpretations (due to difference in local wildlife, northern Freljordians depict Lamb as more elnuk-like); Shurimans see a tusked gazelle partnered with a speckled hyena, Ionians alternate between a sparrow and snake to their own take on the Lamb and Wolf, and there are many others including a minnow and jaull fish, a sleek rabbit and a bloody-antlered stag, and a rose and a stinging bee.
  • Quirky Bard: Kindred was Riot's first stab at making a marksman specifically designed to be played in the jungle, an unusual combination as most junglers are some form of bruisers or duelists, usually ones that provide some kind of utility (whereas most marksmen are known for solely providing pure ranged damage, as is mostly the case with Kindred). Their various gameplay strengths, from their self-heal to the scaling of their hunting mechanic, heavily hinges around their ability roam around the map, but they're also a tremendous hypercarry that can annihilate enemy teams once they get their scaling underway.
  • Quizzical Tilt: In "Still Here", Tryndamere sees a vision of Lamb and Wolf during a battle, seemingly alone and outnumbered. When he continues to fight back anyway, Lamb gives a subtle head-tilt as he slashes through Wolf, no doubt a bit surprised and/or confused by his persistence.
  • Red Oni, Blue Oni: The blood-hungry Wolf and serene Lamb, respectively.
  • Running Gag: Lamb trying to recite a poem starting with "The weft and weave of fate guides", only for either Wolf to interrupt her or Lamb to forget how it goes.
  • Stealth Pun: Wolf is wearing a Lamb mask and, therefore, is a Wolf in Sheep's Clothing.
  • Time Abyss: Certain quotes from Lamb imply these two are impossibly old.
    Wolf: How old are we, Lamb?
    Lamb: Older than those whose footsteps are long vanished.
    Wolf: Many years.
    Lamb: I remember them all.
  • Touched by Vorlons: In the short story 'A Good Death' they are the Vorlons who touch amateur actress Magga, making her legendary across Valoran for her portrayal of them until she's famous enough to perform in front of the king and queen of Demacia.
  • Unwanted Assistance: A poor Kindred ultimate can ruin a teamfight due to Lamb's invulnerability circle working for both her allies and enemies (for comparison, another ult that grants invincibility, Taric's, only affects his allies). Without good synergy with her team, Lamb will likely get mobbed by enemies and die right after using her ultimate and the enemy she targeted can escape with more health than when the fight started!
  • Warrior Poet: Lamb seems to be very much this, with several deep and introspective quotes.
    Lamb: Beauty fades. That is why it is beautiful.
  • William Telling: Their joke consists of Lamb doing this to Wolf. With the bow held in her legs.
    Wolf: What happens if you miss?
    Lamb: I don't know.
  • Why Won't You Die?: A "softer" version (if one could say that), but when they're trying to take Tryndamere on in the "Still Here" cinematic, Lamb's slight head tilt after Tryndamere cleaves right through Wolf's "ethereal" form and nearly beheads her in a single spinning slash, after fending off BOTH of them at the same time, all but screams this trope. It helps that Tryndamere had his Undying Rage "activated" (signaled by his red eyes), which all but means they were NEVER going to kill him no matter how hard they tried. In the end, they give up once Ashe comes to his rescue.
  • Women Are Wiser: Lamb is clearly the brains of the duo, being the one to explain things to the simpled-minded Wolf.
  • Yin-Yang Bomb: In a variation. Their appearances are heavily based on the taijitu, with Wolf being the Yin (black) and Lamb being the Yang (white). However, like most Western depictions, they're backwards: In Taoism, Yin is characterized as slow, soft, yielding, diffuse, cold, wet, and passive; and is associated with water, earth, the moon, femininity, and nighttime. Yang, by contrast, is fast, hard, solid, focused, hot, dry, and aggressive; and is associated with fire, sky, the sun, masculinity and daytime.
  • Your Size May Vary: While Lamb is consistently depicted as the size of an average human, Wolf is more variable. In-game, his entire body barely takes up as much space as Lamb, but in larger artworks (most prominently in their Legends of Runeterra cards), he's at least a good two or three times larger than her.

    Kled, the Cantankerous Cavalier 
https://static.tvtropes.org/pmwiki/pub/images/kled_originalloading.png
"I find courage unpredictable. It's total insanity you can rely on!"

Voiced by: Spike Spencer (English), Jorge García Insúa (European Spanish), César Soto (Mexican Spanish), Naoki Tatsuta (Japanese), Guilherme Briggs (Brazilian Portuguese), Jun-Gun Yang (Korean), Alexey Bagdasarov (Russian)

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

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

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

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

In season 5 of Teamfight Tactics, Kled uses his Marauder Kled skin as a Tier 1 Hellion Cavalier. His ability, Violent Tendencies, is a passive that grants Kled a large shield based on his maximum health at the start of each round and causes every fourth basic attack to deal double damage. When the shield is broken, Kled briefly becomes untargetable as he dismounts from Skaarl, greatly increasing his attack speed for the rest of combat. He was removed in season 6, returning in season 9 using his base skin as a Tier 2 Noxus Yordle Slayer. His Skaaaaaaarl! ability is similar to his previous spell. Though he no longer deals bonus damage on fourth basic attacks, his ability has an active effect that has Kled remount and restore his shield, and the attack speed boost from dismounting can stack indefinitely each round. If he reaches star level 4 from the Yordle trait bonus, he also passively executes enemies he damages below 25% health. He was removed along with the Yordle origin in the Horizonbound mid-set update.
  • Achilles' Heel: Max health damage and Blade of the Ruined King are both big problems for Kled as, combined with Skaarl, he has the most base health out of any champion in the game by a wide margin, and players often build items that give even more health alongside Titanic Hydra to capitalize on this. Kled generally wants to add armor or magic resist to his build to avoid being shredded by these abilities.
  • American Accents: Speaks with a rather noticeable Southern/Texan drawl. Combine this with his Angrish tendencies, he should really bring to mind a crazier and much more profane Yosemite Sam.
  • Angrish: Devolves into this occasionally, especially when Skaarl runs.
  • Anthropomorphic Personification: Sort of. As pointed out in his Champion Insights, he seems to be a sort of manifestation of Noxian soldiers' bloodlust and desire for glory in the battlefield, but it is unclear if this is just a coincidental case of Kled being some kind of pseudo-mascot for said values, or if he's just another "legend" given flesh for the League of Legends.
  • Attack! Attack! Attack!: He's VERY encouraged to go in, and then keep going in, with Skaarl coming back after he's attacked champions/structures/large monsters enough, meaning he can suddenly become a lot more effective by doing the incredibly insane thing of going back in to a fight on low health. Amusingly, Kled gains movement speed moving towards enemies without Skaarl, implying that if the two were together they'd rush in without hesitation, but Skaarl is afraid and practicing some restraint.
  • Ax-Crazy: Very homicidal and completely off his rocker. Bonus points for actually wielding an axe.
  • Badass Normal: Kled is in that category of champions who have zero magic scaling in any of their abilities, meaning everything Kled does to you is going to be physical damage. Compared to the other heavily armored and highly skilled fighters, all Kled really has is Skaarl, his axe, a pocket pistol, a bear trap on a rope, and enormous amounts of anger to unleash on his enemies.
  • Bear Trap: Has one on a rope, which he tosses out to snag and drag in targets.
  • Big Eater: Skaarl, apparently. Kled complains about having already fed the beast half a platoon.
  • Blood Knight: Emphasized in this line:
    Kled: This desert sky is gonna open up with a rain of heavenly bloodshed and glorious violence!
  • Bond One-Liner: He'll frequently comment after killing certain enemy champions, usually Noxians.
  • Bread, Eggs, Milk, Squick: Sometimes when he's busy talking to his mount Skaarl, he'll mention a few of his habits.
    Kled: Yeah, I like it out here. Freedom, communing with nature, killing hikers.
  • Close-Range Combatant: The majority of his damage comes from autoattacks with his axe, especially boosted by Violent Tendencies. Nearly all of his other abilities are focused around allowing him to close gaps quickly: Bear Trap On A Rope to pull the enemy closer, Jousting to give you a brief speed boost (it also doubles as an escape, albeit a weak one), and Chaaaaarge! lets you initiate like a champ. The one exception, Pocket Pistol, is both very short-ranged and, due to the pellet spread, most effective at point blank.
  • Cowardly Sidekick: While Skaarl makes up a good chunk of Kled's health and gives him access to 2 of his abilities, including his ultimate, unlike other duo champions, when her own health bar gets low enough, she'll run for the hills and leave Kled to fight for himself until he can regain enough Courage.
  • Crippling Overspecialization: His kit is loaded with deceptively high mobility and staggering damage: things that make him extremely proficient at killing single targets, however he lacks crowd control and pretty much only has his Ult to support his team, making him a formidable toplaner but underwhelming in other areas and, since Courage only refills on enemies and large monsters, unable to recover from setbacks in the jungle. While Kled and Skaarl make a formidable duo, whenever Skaarl runs away and leaves Kled to his own devices, Kled's extremely vulnerable. He's locked out of two of his abilities and has the lowest base movement speed in the game at 285. For comparison, Nautilus, who is a walking diving suit and one of the previous tie-holders for the slowest movement speed in the game at 325, is considered lumbering. He does gain bonus movement speed towards enemies when unmounted, however.
  • Cut His Heart Out with a Spoon: A lot of his threats to his targets are... interesting.
    Kled: I'M GONNA REACH DOWN YOUR THROAT AND TURN YOUR LUNGS INTO MITTENS!
    Kled: I'M GONNA CUT YOU OPEN AND USE YOUR SPINE AS A BACK-SCRATCHER, BECAUSE IT IS ITCHY! VERY ITCHY!
    Kled: THERE'S FIXIN' TO BE TWO SOUNDS: ME HITTING YOU AND BIYAYAHGUH!
  • Dynamic Entry: His ultimate. He comes rolling in, atop of an actually-rolling Skaarl, and seeks out the nearest enemy champion. He leaves a speed boost for allies to follow up on his entrance.
  • Enemy Mine: Several of Kled's lines make it clear that he's planning on killing his teammates; he's just going to kill the enemy champions first.
  • Exactly What It Says on the Tin: One of his abilities is simply called Beartrap On a Rope. Very literal, but indicative.
  • Fed to the Beast: A variety of lines triggered by him killing champions clearly states that he'll later feed his kills' corpses to Skaarl.
  • Folk Hero: He's possibly this to Noxian soldiers, representing the lust for war, violence and bloodlust they typically embody. Much like Braum, it's unclear if he actually exists in-universe, despite his presence within the non-canon Summoner's Rift.
    Camille: You know, I don't even believe in you.
  • Hair-Trigger Temper: Clearly, it doesn't take much to tick-off Kled.
  • Handicapped Badass: It's possible that Kled's blind in his right eye, since it's milky-white and has a scar running through it on his face.
  • Hates Everyone Equally: Aside from Skaarl, literally every champion is listed as his rival in his Bio page, including, weirdly enough, himself.
  • Hearing Voices: Specifically ones of invisible badgers and mind weasels.
    Phreak: When combined with Beartrap On A Rope, Jousting makes Kled ob-Noxus-ly sticky, even with champions with a whole pile of dashes and dodges at their disposal.
    Kled: That voice in my head won't stop making godawful puns!
  • Hellish Pupils: His one good eye is bright orange and cat-like, which makes him appear more animalistic than other Yordles in the game.
  • The Hermit: Aside from his mount, Skaarl, Kled has lived in isolation for a very long time in the Dalamor Plains and intends to keep it that way.
  • Hidden Depths: Despite being an Ax-Crazy Screaming Warrior that embodies the attitudes of many Noxian soldiers, he has an interestingly nuanced view on what a "true Noxian" actually is. He believes in Might Makes Right, but more in the sense of an individual using their own strength to gain power rather than through cutting down the competition, subterfuge, or abusing birthright, leading him to be very critical of most Noxian champions, including Darius and Swain. Conversely, he considers Riven, an exile from the empire, a "pure Noxian girl" due to her more properly embodying these values (remember, her ethos is based on hailing the strong rather than crushing the weak).
  • Hollywood Tactics: Played for Laughs in a subtle joke for fans of military strategy. Among the titles Kled identifies as is "Artillery Vanguard Company"; artillery units are long-range fighters, so fielding them as your vanguard (a group meant to push the offense, usually where tanks are placed) is a suicidally bad idea.
  • Hope Bringer: Messily subverted. In his lore, he charges into battle and inspires a battered Noxian force to charge back into battle...where most of them are slaughtered, because it turns out that having your bloodlust stoked by a feral hamster creature is not a substitute for a battle plan.
  • Large Ham: Incredibly so, despite his comparatively small size. Particularly when Skaarl runs away and his voice lines go up an octave.
  • Lightning Bruiser: Skaarl's additional health bar gives him a surprisingly high amount of HP, he's incredibly sticky and hard to shake off once he's onto you, and his pure damage output is guaranteed to shred any target he singles in on. Bonus points to his Ult, which has the potential to turn his entire team into this.
  • I Have Many Names: Has a number of ludicrous military ranks, most of which he's made up or "inherited."
  • Improbable Weapon User: Kled throws a bear-trap on a rope to reel in opponents.
  • Invulnerable Horses: Surprisingly, the Gameplay and Story Segregation is the opposite of what you'd think: According to the lore, Skaarl is literally immortal and invulnerable, her scales deflecting all manner of weaponry. Subverting it in-game is a major part of playing as or against Kled, however. Kled effectively has two health bars: his own, and Skaarl's. Any bonus health that Kled acquires, whether from runes or items or what have you, is given instead to Skaarl, whose health acts as a buffer for Kled's. Once Skaarl's health depletes, the cowardly mount splits and leaves fragile Kled on his own. Once Kled earns Skaarl's trust again, Skaarl returns with a percentage of her full health (unless she comes back at the summoning platform).
  • Klingon Promotion: Kled certainly seems to embrace this mindset, having accumulated about a dozen titles, many of which conflict with one another, by killing someone and claiming their medals.
  • The Mad Hatter: He appears to be at least somewhat aware that he's crazier than a bag of furious stoats given the number of references to insanity in his voice lines. He just doesn't care.
  • Morality Pet: Kled may be a completely homicidal old Yordle, but it's clear that he truly cares about Skaarl.
    Kled: The sky is my roof, the open plains are my bed, and this lizard is the only company I need.
  • Mounted Combat: One of the few champions in the game to ride a mount.
  • Mushroom Samba: Many lines involve him hallucinating various things, implied to be as a result of him drinking mushroom juice. Apparently it's quite healthy when you get used to the madness and paranoia.
  • The Musketeer: While he technically only uses the latter for one ability (and only when dismounted), Kled wields both a halberd and a pocket pistol.
  • The Napoleon: Being a yordle, Kled's not the most intimidating fighter by Noxian standards, but you would be hard pressed to find a more fanatical and angry axe wielding maniac in Valoran.
  • Nigh-Invulnerability: Not Kled, but Skaarl is according to their bio. She's also immortal, so she really just doesn't have a good excuse for running for the hills so often aside from sheer cowardice.
  • No Indoor Voice: And HOW. Just listen to this guy for five minutes and hope your eardrums won't burst as most of his voice clips involve some type of yelling. Some of his lines while dismounted just have to be heard to be believed.
  • No True Scotsman: Is in doubt of enemy Noxians being really Noxian, judging from his taunts.
  • Old Soldier: A more comical example, but Kled is undeniably an old solider (as far as we know, the oldest Noxian soldier around) with a lot of gruesome experience.
  • One-Man Army: In a similar vein as Aatrox, in Kled's lore he single-handedly turned the tide of a losing battle by boosting the morale of the Noxian army that was fighting at the time before tearing his way through the enemies, and even after he loses Skaarl, he still kept tearing through enemies left and right. And when he gets the lizard to come back to him, it's all but implied he turned the fight into an absolute bloodbath before the barbarians decided to flee.
  • O.O.C. Is Serious Business: Zig-zagged. Kled, like Sion, is almost always pure Screaming Warrior, so when you hear some of his more lucid lines, it feels weird. But in a good way.
  • Patriotic Fervor: Despite all his craziness, he seems to really love his country judging by some of his lines.
    Kled: Don't mess with Noxus!
    Kled: Noxus ends where I say it ends.
    • However, Kled appears to have his own ideals about what a true Noxian is, given his snide remarks to Noxian champions after killing them, and commenting on how Riven is a "pure Noxian."
  • Percent Damage Attack: The last hit of Violent Tendencies deals physical damage based on a percent of the target's maximum HP.
  • Precision F-Strike: Precision S-Strike, more like.
    Kled: HOLY SH**! WHERE ARE WE?!
  • Psychopathic Manchild: Good God, he makes people like Jinx look sane. Revels in killing folks, warns people of invisible badgers, and swears a storm in comparison to the rest of the cast... then contemplates tacos afterward.
  • Punctuated! For! Emphasis!: One of his lines:
  • Ranged Emergency Weapon: Pocket Pistol is his only available active ability when Skaarl runs off. It does have a lot of functionality from its Recoil Boost, ability to generate Courage, and can even last-hit enemies in a pinch. But between its low ammo count and Kled himself having weaker stats, it's a significant downgrade from his full kit.
  • Recoil Boost: Kled's Q ability when unmounted, Pocket Pistol, knocks him backwards from the direction he fires in, likely so he can both be able to deal damage to call Skaarl back and keep his distance so he doesn't get gibbed by his target.
  • Red Baron: Played for laughs. Kled holds a number of made-up military titles, each one longer and crazier than the last.
  • Robbing the Dead: Quite loves doing this.
  • Screaming Warrior: He not only yells a lot, but his words just about turn into shrieks at times. To say nothing of when he uses his ult.
  • Short-Range Shotgun: His Pocket Pistol, while not actually a shotgun, works on similar principles, firing a narrow cone of pellets that is way more effective at point-blank range - both at recovering Courage, and at actually doing damage.
  • Shut Up, Hannibal!/Shut Up, Kirk!: He responds to nearby enemy champions taunting him, usually by literally telling them to shut-up. Which trope this counts as depends on how you view the enemy champion and who he's responding to.
  • Sir Swears-a-Lot: He drops hell, damn, crap, bastard, ass, piss, bitch, and even shit, though the last one is censored.
  • Stand Your Ground: Much like any good Noxian soldier, Kled will never run away from a fight, whether he be outnumbered or outgunned. This translates into his gameplay as well; Kled is one of the only champions that actually benefits from engaging in combat when at low health, regardless of how ridiculous the matchup is.
    Kled: Lord Colonel Major Centurion Kled don't run, no he don't!
  • Suspiciously Specific Denial:
    Kled: Woo, no sir, I ain't gonna' kill you and feed you to my lizard! Them's just... malicious rumors!
  • To Serve Man: Has no qualms about eating several of the champions, or about feeding the same to Skaarl. He makes a off-handed remark that humans are "good eating", and promises Skaarl that she'll eat snake in reference to Cassiopeia.
  • Trash Talk: Has quite a few, but only triggering when he kills certain champions. Notable, though; the majority of his Trash Talk is directed at fellow Noxian champions, decrying them for not living up to the name of Noxus.
  • Truth in Television: Skaarl tossing Kled off once the going gets tough is a concept based in reality for actual horse cavalry (indeed, they'd probably start running away a lot sooner).
  • Try to Fit That on a Business Card: Here's Kled's longest title:
    Kled: I am Kled, High Major Commodore of the First Legion, Third Multiplication, Double Admiral Artillery Vanguard*Company! You WILL respect my authority!
  • Unfriendly Fire: Has very clearly killed people that were nominally on his side. One of his lines while moving on Skaarl seems to imply that he's currently planning to kill his entire in-game team as well later.
  • Vitriolic Best Buds: Despite Skaarl being his Cowardly Sidekick that he's not adverse to calling stupid, Kled nonetheless insists he only things he loves are the sky and Skaarl.
  • You Kill It, You Bought It: Claims the titles of whomever he kills. He even remarks that he's not sure about some of his titles, and that he should really ask people their title before he kills them.

    Kog'Maw, the Mouth of the Abyss 
https://static.tvtropes.org/pmwiki/pub/images/kogmaw_originalloading.jpg
"Time to feast!"

Voiced by: Patrick Seitz (English), César Díaz Capilla (European Spanish), Oliver Magaña (Mexican Spanish), Yutaka Aoyama (Japanese), Leonardo Santhos (Brazilian Portuguese), Nak-Yoon Choi (Korean), Vladislav Kopp (Russian)

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

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

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

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

In season 2 of Teamfight Tactics, Kog'Maw uses his Caterpillar Kog'Maw skin and is a Tier 1 Poison Predator. His ability is Living Artillery, which causes him to lob an acidic blob at a random enemy, dealing magic damage. He was initially removed in season 3, but returned in the Return to the Stars mid-set update using his Battlecast Kog'Maw skin as a 2 cost Battlecast Blaster. His ability was changed to Barrage, which empowers Kog'Maw's basic attacks for a few seconds, granting them greatly increased attack speed, infinite attack range, and making them deal bonus magic damage based on the target's max health. He was removed in season 4, returning with his season 3 cost and ability in season 6 using his Arcanist Kog'Maw skin as a Mutant Sniper Twinshot. He was removed in the Neon Nights mid-set update, returning in season 11 using his Shan Hai Scrolls Kog'Maw skin as a Tier 1 Mythic Invoker Sniper. His Raining Artillery ability is similar to his season 2 spell, though in this iteration it always targets the lowest health enemy within range, with every two casts increasing Kog'Maw's attack range by 1 hex for the rest of combat.
  • Achilles' Heel: Like Tristana and Vayne, most of Kog'Maw damage output comes from autoattacking with his Bio-Arcane Barrage and deals lots of % health shred with it. Items and abilities that slows Kog'Maw's attack speed (such as Randuin's Omen and Frozen Heart) will greatly screw him up. He also doesn't have a lot of AD scaling skills as well.
  • Acid Attack: His attacks all involve him spewing gouts and projectiles of acid against his foes.
  • Action Bomb: Turns into one upon reaching zero HP. If you manage to kill a Kog'Maw at the expense of most of your health, get out of there. Fast.
  • Adorable Abomination: He's a Voidborn, which makes him an alien monstrosity that could threaten life on Runeterra. But damn it if he's not a cute little, constantly curious void puppy.
  • American Kirby Is Hardcore: He's actually pretty funny in most dubs, but his Chinese voice is downright creepy.
  • The Artifact: Even before the game's Continuity Reboot, Kog'Maw's place in lore was tenuous, with his status of being an implied guardian entity drawn to Malzahar never being developed beyond his biography. Following the reboot, he's never appeared in canon in any capacity, and where he might exist in Runeterra's current form is unknown. It took until Bel'veth release where he finally got a tiny piece of lore, with her commenting on his Potential to become an extremely powerful being.
  • Ascended Meme: Fans often compare Kog'Maw to a pug due to his dog-like mannerisms and his Ugly Cute appeal. Kog'Maw now has an official Pug'Maw skin.
  • Attack! Attack! Attack!: Kog'Maw's auto attack-based DPS can get so extraordinarily high that maximizing it ideally means that he should remain in place like a machine gun turret to mow his enemies down, as even kiting may only slow his effectiveness down. His squishiness, lack of crowd control, and lack of escapes makes standing in one place very risky, so he requires a team that can peel and protect him as he unleashes his hell.
  • Awesome, but Impractical: The reason why Kog'Maw is relatively unpopular as an AD carry despite having one of the single highest potential DPSs in the game: his extreme squishiness and lack of self-peeling means that he's very likely to end up being a liability. Other AD carries have less absurd max DPS but provide utility to their team (such as Ashe, Varus, etc.) or have escape abilities to help them survive (Ezreal, Caitlyn, Lucian, etc.) whereas Kog'Maw lacks both. Even the two other ADCs regarded as hypercarries, Tristana and Vayne, have multiple abilities to pry enemies off of them, making them safer options for late game ravagers. Despite all of this, the right team and the right Kog'Maw can still manage to be nigh unstoppable if they feel like investing the amount of effort that it takes to pull it off.
  • Big Eater: This guy cares not for your pretty laws of physics - he'll happily eat entire camps of people, housing included, without growing in size.
  • Blue-and-Orange Morality: He's an alien, of course he doesn't understand our morality. Especially the part about "eating literally everything in your path is a no-no".
  • Breath Weapon: All of his abilities involve spewing corrosive bile, except his passive, which involves detonating violently to distribute that same corrosive bile.
  • Canon Discontinuity: Much of his old lore like being a Guardian of Malzahar or him having a dad has never been followed up upon.
  • Cute Monster: Kog'Maw is a grotesque, vaguely insect-like Voidborn with a mean appetite and corrosive acid for spit, but his relatively innocent demeanor and dog-like mannerisms manage to make him cute in his own way. Several skins greatly tone down his monstrous design and make him more out-and-out adorable, including Pug'Maw (designed to resemble a pug, with chromas giving fur patterns of other cute dogs), Arcanist Kog'Maw (a Pixar-esque magic lizard creature), and Bee'Maw (a fluffy bee-like thing).
  • Death by a Thousand Cuts: The most ludicrous example in the game as of his rework, as activating Bio-Arcane Barrage not only doubles his total attack speed, but also doubles the attack speed cap, allowing him to attack 5 times a second at most.
  • Dem Bones: Jurassic Kog'Maw reduces him just to a dinosaur-like skeleton. One assumes that his corrosive spit comes from Hammerspace.
  • Difficult, but Awesome: Kog'Maw does have some poking capacity thanks to his Bio-Arcane Barrage and his spammable Living Artillery and might considered to be one of the safest ADCs to use. However, what makes Kog'Maw very difficult to use is that he lacks any form of escape mechanisms when things go very sour or gets caught in a gank (or if someone gap closes in him, which a lot of melee assassins and bruiser have this mechanism). That being said, he is compensated with a slowing ability which also serves as a decent poke, but that usually isn't enough for Kog'Maw. He also has the weakest laning phases of all ADCs. Because of this, many players would often find themselves turret hugging and trying to build up some CS; and good positioning is important for Kog'Maw. This led to a in-game meta joke called "Protect the Kog'Maw" where lots of players save their crowd control skills on many melee gap closers and try to peel for Kog'Maw while Kog'Maw barrages down the enemy team. He's also very mana intensive since his Bio-Arcane Barrage and Living Artillery will chew up his mana pool.
  • Gameplay and Story Segregation: His background is a Big Eater, yet none of his abilities use that characteristic (though they do all involve spitting stuff up). Ironically, his Void-based predecessor Cho'Gath is actually the one who eats people.
  • Glass Cannon: In addition to being fairly delicate, he's one of the very few champions in the game who has little in the way of escapes and crowd control. When operating alone, his only tactical options are "Attack! Attack! Attack!" and "Run Away," and any opponent with a gap closer ability (which is "many") can counter the second. He absolutely needs a Mighty Glacier to babysit him. Of course, he compensates by having outrageous damage output and nearly unmatched range. In short, a game with an allied Kog'Maw quickly turns strategy into "protect the Kog'Maw" but a competent Kog'Maw will make it well worth his team's effort even if he is the only one focused 100% on offense.
  • Hollywood Acid: Whatever alien chemistry it is he brings to the table, it sure doesn't care how tough the thing it's eating away is. It's also a wonderful array of hues from green to purple.
  • Just Think of the Potential!: Bel'veths sees the potential for him to become an extremely powerful void being.
  • Magikarp Power: He starts off as a slow and rather weak damage dealer. And his kit is designed to really maximize on attack speed over pure damage, meaning all of his hits have to count. But by late game, he becomes a walking minigun with among the highest attack outputs of the cast. Even more so with an AP build. Very mana hungry on top of all his other flaws, but once he reaches level 3 on his ultimate, he can shell enemies into oblivion at ranges most champions can only dream of, and still DPS decently thanks to his base abilities.
  • More Dakka: Because he has an ability that deals bonus damage based on the target's HP on every hit while active, building a great deal of attack speed gives him terrifying damage. This is typically an inefficient way to build on almost any other champion. As of his rework, building this is even MORE terrifying as he effectively turns into a machine-gun when he activates Bio-Arcane Barrage.
  • Obliviously Evil: He doesn't mean harm, he just likes to eat. Really, the thing is just hungry; the League keeps him "trapped" by feeding him random scrap. This is in contrast to his predecessor Cho'Gath, the other Voidborn known for being a Big Eater, who most definitely is evil.
  • Percent Damage Attack: His Bio-Arcane Barrage can easily serve as this, also serves as Armor-Piercing Attack in a lesser extent.
  • Punctuation Shaker: As is typical of Void monsters, his name is two syllables split by an apostrophe.
  • Shock and Awe: Zap'Maw reimagines him as pocket monster with lightning breath instead of spit.
  • Taking You with Me: Icathian Surprise turns him into an invincible Action Bomb on death. This is, in a way, his most powerful defensive ability — while using it means he has to die, ideally, his enemies would've had to expend a lot of their power to kill him (usually mobility to reach him in the backline) and endure a lot of his crazy damage, so one last post-death, true-damage explosion can put pressure on the enemy in how to kill him lest he get the last laugh.

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