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Characters / Legends of Runeterra

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All yordle champions are described on the Bandle City page

Tropes for the various followers in Legends of Runeterra. All champion folders will redirect to their respective pages in League of Legends: Champions.


Unit Groups

Units who belong to a specific group label will benefit from spells and abilities designed to specifically aid said group. Poros for example benefit universally from spells like Poro-Snax which grants them permanent stat boosts, or how Ascended units benefit from the Sun Disk which grants game-ending levels of power upon completing its countdown. Some cards even grant units group words like Dragon or Tech.
  • Ascended (Shurima-exclusive)
  • Celestial (Targon-exclusive)
  • Cultist (Darkin-aligned)
  • Darkin
  • Dragon
  • Elite (Demacia-exclusive)
  • Elnuk
  • Fae
  • Lurker
  • Mecha-Yordle
  • Poro
  • Sea Monster
  • Spider
  • Tech (Piltover & Zaun-exclusive)
  • Weaponmaster (Jax-aligned)
  • Yordle

Keywords

Keywords grant units special abilities. Many units have keywords by default, while others gain them through spells or by activating passive abilities. There are also negative keywords that debuff of hinder a unit, marked with purple. Keywords can be universally countered by silencing spells.
    Keywords 

Attach

A unit attaches to another unit, granting them their stats and keywords. If the unit they're attached to dies or leaves play, they're recalled. A unit can only have one attached unit at a time.

Attune

Creates a free point of spell mana when the unit is summoned.

Augment

Grants a unit +1 attack for every created card that's played when the unit is on the field.

Auto-Equip

Automatically equips a specified equipment to itself when summoned. If that equipment doesn't exist yet, the unit creates that equipment first.

Barrier

Negates the next instance of enemy damage for the round.

Brash

Can only be blocked by units with 3 health or above.

Can't Attack

Cannot make an attack on command.

Can't Block

Cannot block enemy units on command.

Challenger

Can force an enemy into blocking them on attack.

Deathless

When killed, the unit loses Deathless and revives Stunned and with 1 health.

Deep

Grants +3/+3 to the unit if you have had 15 cards or less in your deck at any point in the game.

Double Attack

The attacking unit strikes twice, once before and once when being blocked, or the opponent's Nexus twice.

Elusive

Can only be blocked by other Elusive units, allowing them to sneak past enemy defense to attack the nexus.

Ephemeral

Destroys the unit when they strike or the round ends.

Evolve

The unit has +2/+2 if you've had 6 or more other positive keywords on units in play at any point in the game.

Fated

The Unit gains +1 power and health when they're targeted by an allied unit or spell (once per round).

Fearsome

Can only be blocked by enemies with 3 or more power.

Fleeting

The card will be discarded from your hand at the end of the round if not played.

Formidable

The unit deals damage using the value of their health instead of their power.

Frostbite

Sets the unit's power to 0 for the turn.

Fury

Grants a unit +1 health and power for every enemy unit they slay.

Gloom

Has -1/-1. Multiple instances of Gloom stack for more stat reduction.

Hallowed

Each time you attack, your leftmost attacker gains +1 power for the round for each ally with Hallowed that has died during the game.

Immobile

Can neither attack or defend on command.

Impact

Deals a set amount of damage to the enemy nexus when attacking, even if the unit is blocked. Can stack for more damage.

Improvise

When played, picks two random equipments from the Improvised Equipment pool and equips one of them of the player's choice, removing it from the pool (the Improvised Equipment pool refreshes if only one equipment remains). If summoned by other means, the equipment is randomly chosen.

Last Breath

Activates a passive ability if the unit is killed (NOT obliterated).

Lifesteal

Heals your nexus equal to the damage the unit deals.

Lurk

Grants +1 attack to all allied Lurker units everywhere if an attack is made when the top card of the deck has Lurk (once per round).

Nexus Strike

Effect takes place when the unit strikes the enemy Nexus (Overwhelm damage also counts).

Overwhelm

Excess damage to a blocker is also dealt the the enemy nexus. If the blocker is dead or gone, the attack also goes right through the "ghost blocker"(instead of stopping for units without this keyword).

Plunder

Effects take place if played on a round where the opposing Nexus has taken damage.

Quick Attack

Units with this will, when attacking, damage blockers before being blocked themselves.

Regeneration

Restores the unit to full health at the end of a round.

Scout

Grants the attack token if you only make an attack with units with Scout (once per round).

Silence

Disables all keywords, abilities, and stat boosts.

Sharpsight

Can block Elusive units.

Spellshield

Negates the next enemy spell that targets them.

Spirit

Has +1/+1. Multiple instances of Spirit stack for more stats.

Stun

Cannot attack or block this round. If applied to an attacking or blocking unit, it is removed from combat.

Tough

Reduces the amount of damage taken from all sources by 1.

Vulnerable

This unit can be forced to block an attacking unit, even if it doesn’t have Challenger.

Runeterran Champions

Not bound by regions, Runeterrans walk their own paths, forging their destinies through pure volition. These regionless champions don't belong to mighty Demacia , the fearsome Shadow Isles, or anywhere in between. Instead, each has their own Origin.

These champions have no set allegiance to any region, and instead are counted as their own unique region when building a deck.

Every Runeterran champ has an "Origin" that lets them build a deck with cards from any region provided they comply with the Origin's restraints. (i.e. Jhin's origin lets him summon any follower with a Skill).


  • Mechanically Unusual Fighter: Because of how their regionless status works, these champs completely change up how deckbuilding works, being able to pull units potentially from all over Runeterra. Having one of these champs on your deck will also count as a single region slot, meaning you can only pair them with one other region like you would a standard two-region deck.
    Champions 

Jhin

Voiced By: Brian T. Delaney
4-mana | 4/4

https://static.tvtropes.org/pmwiki/pub/images/jhin1.png
"Suffering is the beating heart of drama."

"Overture: We open on the city of Qayanvi, where an old master summons a young pupil. He is tasked with disposing a group of nefarious villains and recovering stolen sacred artifacts. The actor is keen, but he does not as yet take his place. For now he simply prepares, waiting in the wings."

A passionate and depraved "artist", Jhin derives beauty from the art of killing, forming stunningly brutal pieces from the deaths he inflicts. Whoever needs their enemies silenced will employ his services, giving him a stage to present his horrific performances wherever he's called.

Jhin casts Deadly Flourish on attacking, which does 2 damage to all stunned enemies. When you've played 12+ Slow spells, Fast spells, or Skills he levels up, gaining Quick Attack and upgrading his skill to Curtain Call, which does 4 damage to all stunned enemies and the enemy Nexus.
His Origin is The Virtuoso, which allows you to incorporate any follower which has a Skill into your deck regardless of region, and casts a Lotus Trap for every 3 Fast spells, Slow spells or Skills you cast while you Behold Jhin, which deals 1 damage to the enemy Nexus and also stuns the weakest enemy if Jhin is in play. His signature spell is Jhin's Dancing Grenade.


See League of Legends: Jhin for his tropes.

Bard

Voiced By:None
4-mana | 2/5

https://static.tvtropes.org/pmwiki/pub/images/bard1.png
*Chime noises*

"Aye, Old Gaff's seen his share o' strange! First time was the Caretaker 'imself, I reckon. Like a star streamin' 'cross the sky, he was. Felt like the whole world stopped a minute, and it was just me 'n' him…"
- Old Gaff's tale, part 1

A wanderer from beyond the cosmos, Bard maintains the balance between creation and destruction, responding to threats around the universe that shake it. A curiosity among Runeterrans, he and his meeps aid the world in strange and unknowable ways, never staying in one place for long.

Bard plants 3 Chimes on random cards in your deck when he attacks. When you have buffed the stats of allied units either in play or hand by a total of 20+ he levels up, gaining +1/+1, doubling his attack ability to 6 Chimes, and granting +1/+1 to a random ally in play whenever you activate a Chime.
His origin is The Wandering Caretaker, which allows you to include in your deck any cards which plant Chimes, and passively plants a Chime in your deck for each copy of Bard which began the game in your deck at the start of each round if you have 3 or more mana crystals. His signature spell is Bard's Traveler's Call.


See League of Legends: B-C for his tropes.

Evelynn

Voiced By: Mara Junot
4-mana | 0/5

https://static.tvtropes.org/pmwiki/pub/images/evelynn1.jpg
"I'm always ready to play."

The priestess' pupils were blown wide, and her hand trembled with nervous excitement. She was ready. This was the single moment Evelynn craved more than any other. She grinned, and slowly shed her visage. Then, as always, the screaming began.

The living embodiment of agony, Evelyn is a demon who lures in her hapless victims through seduction, taking whatever form may please them the most. What comes next is torment beyond imagination, carving the victim apart and feeding off their life essence.

Evelynn summons a random Husk when summoned. When you or an ally kill an allied Husk, she gains its positive keywords for that round and levels up, gaining +5/+0, passively gaining the positive keywords of any allied Husk that you or an ally kill until end of round, summoning a random Husk at the end of each round, and reverting to her level 1 form at the end of each round if fewer than 6 allies have died so far in the game.
Her Origin is Agony's Embrace, which allows you to you include in your deck any cards that summon Husks. Her signature spell is Evelynn's Last Caress.


See League of Legends: D-F for her tropes.

Kayn

Voiced by: Robbie Daymond
5-mana | 2/5 | Darkin | Challenger

An arrogant pupil of the Order of Shadow, Kayn's desire for power brought him in contact with Rhaast, a Darkin sealed away in a scythe. Hoping to one day lead the Order, he takes gold of the weapon in order to master its power, with the Darkin within trying to consume him at every chance.

Kayn 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.

See League of Legends: K for his and Rhaast's tropes.

Jax

Voiced by: Erik Braa
2-mana | 3/2 | Weaponmaster

One of the greatest fighters in all of the land, Jax hails from the ancient city of Icathia, having witnessed it being consumed by the Void. Wielding a lantern burning with his people's magic light, he searches the world for warriors that can help him fight back the Void's destruction.

Jax Auto-Equips The Light of Icathia (a 1-mana 0/0 Equipment with Quick Attack). Once you've attacked with at least 16 Power worth of Equipped units, Jax levels up, gaining +1/+1 and giving Overwhelm to The Light of Icathia, and whenever he attacks, he gains +1/+1 for each Equipped ally in play until the end of the round. His Champion Spell is Jax's Counter Strike (3-mana Burst spell that gives Jax Barrier and Forges him).
His Origin is Grandmaster at Arms, which allows your deck to include any Weaponmaster card.


See League of Legends: I-J for his tropes.

The Poro King

5-mana | 4/4 | Poro

The king of all Poros as appointed by Ingvar the Younger.

The Poro King adds a Poro Snax (3-mana Freljord Burst Spell that gives all of your Poros everywhere +1/+1) to your hand the first time you summon another Poro. When you've summoned at least 6 different Poros, the Poro King levels up, gaining +1/+1 and improving his ability to create a random Special Snax in hand instead of a Poro Snax. Each Special Snax is a 2-mana Burst spell that grants all of your Poros everywhere +1/+1 and additionally either gives 2 Poros Challenger for a round (Espresso Snax), Frostbites an enemy (Frosted Snax), gives allied Champions everywhere +1/+1 and a random keyword (Colorful Snax), or gives Poro allies a stack of Impact this round (Pepper Snax).
The Poro King's Origin is The Poro King's Decree, which allows your deck to include any card with "Poro" written on it. His Champion Spell is The Poro King's Council Call.


  • Increasingly Lethal Enemy: Each time you summon a Poro with him on board, the Poro King gives you a free Poro Snax that buffs all your Poros everywhere. If he doesn't get kicked out quickly, this can result in absurd stats on the board. And that's before he Levels Up.
  • Large and in Charge: The Poro King is noticeably larger than the Poros surrounding him in his Level 2 artwork.
  • Lethal Joke Character: As with all Poros, he starts out kinda weak (5-mana 4/4 without a keyword is a pretty bad rate) and is, y'know, a Poro. However, if you keep him alive, he gives Poro Snax on demand, allowing your Poros to quickly snowball out of control.

Elder Dragon

12-mana | 12/12 | Dragon | Fury

A gigantic primordial dragon, rumored to be the ancestor of all dragonkind. Volix, a Dragon Allegiant of Demacia, has made it his goal to tame the beast and demonstrate that man and dragon are strongest together.

The Elder Dragon's Origin is Aspect of the Dragon, which allows your deck to include any Follower with 6 base cost or more, and when you play one, you play one of two random Dragon Boons on it:
  • Oceanic Will heals all allies and your Nexus by 2.
  • Infernal Might grants +1/+0 and Fearsome.
  • Mountainous Vigor grants +1/+0 and Tough.
  • Cloudbringer's Grace grants Challenger.
  • Hextech Prowess grants +1/+0 and two stacks of Impact.
  • Chemtech Blight grants Deathless.
Elder Dragon's cost is reduced by 1 for each Dragon Boon you've granted and when played, it gains all Dragon Boons. When you've attacked with 75+ Power worth of units, Elder Dragon levels up, gaining +18/+18 and becoming fully unstoppable, gaining full immunity to negative effects and becoming unblockable. Its Champion Spell is Elder Dragon's Primordial Roar.
  • Attack of the 50-Foot Whatever: This thing is utterly gigantic, so big that the people in its artwork are barely the size of its teeth. It has the stats to match, too, putting Aurelion Sol to shame and dwarfing even Nautilus at Level 2.
  • Awesome, but Impractical: Its Level 2 form is the biggest thing in the game at a colossal 30/30, tied with Catastrophe, and is completely immune to everything and will end the game immediately when it attacks. Even its Level 1 is insanely huge at 12/12 and when played, it comes down with a pile of keywords that allow it to demolish through everything in its path. On the other hand, at a base mana of 12 it's literally impossible to play normally until you've played a bunch of high-cost Followers, at which point the game is probably already over, and its Level Up condition of requiring 75 Power worth of attackers means the game is almost definitely over if you've managed to swing with that many units. The Dragon Boons noticeably also lack Spellshield and Overwhelm, meaning that there is no easy way for it to dodge removal or push in damage until it levels up. This also ties into its backstory in its expansion, as the Dragon Allegiant is sinking a massive amount of Demacian resources into trying to tame a giant monster that can step on people like people step on ants, just to prove a point.
  • Breath Weapon: The Elder Dragon attacks with a jet of intense, bright blue flame from its maw.
  • The Juggernaut: The only line of text on its Level 2 form is "I CANNOT BE STOPPED." This is not just for show; the Elder Dragon literally cannot be touched by anything your opponent can throw at it. It can't even be blocked, meaning that there is no way to stop it from ending you aside from killing its controller first.
  • One-Hit Kill: This thing has 30 Power at Level 2, and players start with 20 health. Once it attacks, it's game over.
  • Original Generation: While the Elder Dragon does exist as a Superboss in League of Legends proper, its lore is largely original to this game.

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