League of Legends is coming soon to mobile in the form of Wild Rift, a brand new version of the popular MOBA that basically makes it a heck of a lot more comfortable on the smaller touchscreen. Expect a bevvy of changes like a redesigned UI, touch controls, and other tweaks. However, if you’ve come to this guide, you likely care the most about the League of Legends: Wild Rift champions.
Here, we have good and bad news. The good news is that many of your favourite League of Legends champions do make the transition to Wild Rift, with minimal differences, most of which simply make the champion easier to play on mobile. The bad news is that not all of your favourites appear on the League of Legends: Wild Rift champions roster, though most, if not all, should make the transition at some point.
As we get ever closer to League of Legends: Wild Rift‘s launch, we thought it was about time to start putting together some content to help you, our dear readers and LoL players, get accustomed to the mobile version. This guide takes a look at the League of Legends champions that make an appearance in Wild Rift, and you can check out a round up of everything we know so far in our complete League of Legends: Wild Rift guide.
League of Legends: Wild Rift champions:
Ahri is a mage type champion who shapes magic into orbs of raw energy to deal damage. Her abilities generally involve messing with her opponents to strengthen herself.
|Vastayan Grace||Whenever Ahri’s spells hit a champion two times within a short period, she briefly gains movement speed.|
|Orb of Deception||Ahri sends out and pulls back her orb, dealing magic damage on the way out and true damage on the way back. After earning several spell hits, Ahri’s next orb hits will restore her health.|
|Fox-Fire||Ahri releases three fox-fires, that lock onto and attack nearby enemies.|
|Charm||Ahri blows a kiss that damages and charms an enemy it encounters, instantly stopping movement abilities and causing them to walk harmlessly towards her. The target temporarily takes increased damage from Ahri.|
|Spirit Rush||Ahri dashes forward and fires essence bolts, damaging nearby enemies. Spirit Rush can be cast up to three times before going on cooldown.|
Akali is the rogue assassin, so it makes sense that she’s, you know, an assassin type champion. She uses deception, trickery, and her badass kunai to deal magical melee damage.
|Assassin’s Mark||Dealing spell damage to a champion creates a ring of energy around them. Exiting that ring empowers Akali’s next autoattack with bonus range and damage.|
|Five Point Strike||Akali throws out five kunai, dealing damage based on her bonus Attack Damage and Ability Power and slowing.|
|Twilight Shroud||Akali drops a cover of smoke and briefly gains Movement Speed. While inside the shroud, Akali becomes invisible and unable to be selected by enemy spells and attacks. Attacking or using abilities will briefly reveal her.|
|Shuriken Flip||Flip backward and fire a shuriken forward, dealing magic damage. The first enemy or smoke cloud hit is marked. Re-cast to dash to the marked target, dealing additional damage.|
|Perfect Execution||Akali leaps in a direction, damaging enemies she strikes. Re-cast: Akali dashes in a direction, executing all enemies she strikes.|
This mighty tank uses his slavery-induced rage as a weapon. It also helps that he’s massive. And has huge horns.
|Triumphant Roar||Alistar charges his roar by stunning or displacing enemy champions or when nearby enemies die. When fully charged he heals himself and all nearby allied champions.|
|Pulverise||Alistar smashes the ground, dealing damage to nearby enemies and tossing them into the air.|
|Headbutt||Alistar rams a target with his head, dealing damage and knocking the target back.|
|Trample||Alistar tramples nearby enemy units, ignoring unit collision and gaining stacks if he damages an enemy champion. At full stacks Alistar’s next basic attack against an enemy champion deals additional magic damage and stuns them.|
|Unbreakable Will||Alistar lets out a wild roar, removing all crowd control effects on himself, and reducing incoming physical and magical damage for the duration.|
Just why is Amumu so sad, anyway? Perhaps it’s something to do with spending centuries in an undead form, wrapped up in bandages?
|Cursed Touch||Amumu’s basic attacks Curse his enemies, causing them to take bonus true damage from incoming magic damage.|
|Bandage Toss||Amumu tosses a sticky bandage at a target, stunning and damaging the target while he pulls himself to them.|
|Despair||Overcome by anguish, nearby enemies lose a percentage of their maximum Health each second and have their curses refreshed.|
|Tantrum||Permanently reduces the physical damage Amumu would take. Amumu can unleash his rage, dealing damage to surrounding enemies. Each time Amumu is hit, the cooldown on Tantrum is reduced by 0.5 seconds.|
|Curse of the Sad Mummy||Amumu entangles surrounding enemy units in bandages, applying his Curse, damaging them and rendering them unable to attack or move.|
Don’t let her childish appearance fool you, mage Annie is as likely to set fire to you as summon her childhood teddy to scare you off. The teddy will also be on fire.
|Pyromania||After casting four spells, Annie’s next offensive spell will stun the target.|
|Disintegrate||Annie hurls a mana-infused fireball, dealing damage and refunding the mana cost if it destroys the target.|
|Incinerate||Annie casts a blazing cone of fire, dealing damage to all enemies in the area.|
|Molten Shield||Grants Annie increased percentage damage reduction, a burst of movement speed, and damages enemies who attack her with basic attacks.|
|Summon: Tibbers||Annie wills her bear Tibbers to life, dealing damage to units in the area. Tibbers can attack and also burn enemies that stand near him.|
Shooting arrows of pure ice from her frozen bow, Ashe is a born marksman and leader.
|Frost Shot||Ashe’s attacks slow their target, causing her to deal increased damage to these targets. Ashe’s critical strikes deal no bonus damage but apply an empowered slow to the target.|
|Ranger’s Focus||Ashe builds up focus by attacking. At maximum focus, Ashe can cast Ranger’s focus to temporarily increase her attack speed and transform her basic attack into a powerful flurry attack for the duration.|
|Volley||Ashe fires nine arrows in a cone for increased damage. Also applies frost shot.|
|Hawkshot||Ashe sends her hawk spirit on a scouting mission anywhere on the map.|
|Enchanted Crystal Arrow||Ashe fires a missile of ice in a straight line. If the arrow collides with an enemy champion, it deals damage and stuns the champion, stunning for longer the further the arrow has traveled. In addition, surrounding enemy units take damage and are slowed.|
Some kind of star dragon, Aurelion Sol is a powerful mage capable of dragging the very stars down to earth to deal damage.
|Center of the Universe||Stars orbit Aurelion Sol, dealing magic damage when they hit an enemy.|
|Starsurge||Aurelion Sol creates an expanding disk, which explodes to stun and damage enemies when it moves too far away from him.|
|Celestial Expansion||Aurelion Sol pushes his stars further out, increasing their damage and speed.|
|Comet of Legend||Aurelion Sol takes off flying for a long distance.|
|Voice of Light||Aurelion Sol projects a blast of pure starfire, damaging and slowing all enemies caught in it and knocking nearby enemies back to a safer distance.|
Good luck so much as scratching this enormous metallic tank, who lives to help others.
|Mana Barrier||When Blitzcrank’s life is brought below 20% health, he activates Mana Barrier. This creates a mana shield equal to 30% of his mana for ten seconds. Mana Barrier can only occur once every 90 seconds.|
|Rocket Grab||Blitzcrank fires his right hand to grab an opponent on its path, dealing damage and dragging it back to him.|
|Overdrive||Blitzcrank super charges himself to get dramatically increased movement and attack speed. He is temporarily slowed after the effect ends.|
|Power Fist||Blitzcrank charges up his fist to make his next attack deal double damage and pop his target up in the air.|
|Static Field||Enemies attacked by Blitzcrank are marked and take lightning damage after one second. Additionally, Blitzcrank can activate this ability to remove nearby enemies’ shields, damage them, and silence them briefly.|
We’re not sure we believe it, but Braum apparently once punched a whole mountain into rubble.
|Concussive Blows||Braum’s basic attacks apply Concussive Blows. Once the first stack is applied, ally basic attacks also stack Concussive Blows. Upon reaching four stacks, the target is stunned and takes magic damage. For the next few seconds they cannot receive new stacks, but take bonus magic damage from Braum’s attacks.|
|Winter’s Bite||Braum propels freezing ice from his shield, slowing and dealing magic damage. Applies a stack of Concussive Blows.|
|Stand Behind Me||Braum leaps to a target allied champion or minion. On arrival, Braum and the ally gain armour and magic resist for a few seconds.|
|Unbreakable||Braum raises his shield in a direction for several seconds, intercepting all projectiles causing them to hit him and be destroyed. He negates the damage of the first attack completely and reduces the damage of all subsequent attacks from this direction.|
|Glacial Fissure||Braum slams the ground, knocking up enemies nearby and in a line in front of him. A fissure is left along the line that slows enemies.|
Camille is part human, part machine, and all-powerful.
|Adaptive Defences||Basic attacks on champions grant a shield equal to 20% of Camille’s maximum health against their damage type (physical or magic) for a brief duration.|
|Precision Protocol||Camille’s next attack deals bonus damage and grants bonus movement speed. This spell can be recast for a short period of time, doing significantly increased bonus damage if Camille delays a period of time between the two attacks.|
|Tactical Sweep||Camille blasts in a cone after a delay, dealing damage. Enemies in the outer half are slowed and take extra damage, while also healing Camille.|
|Hookshot||Camille pulls herself to a wall, leaping off and knocking up enemy champions upon landing.|
|The Hextech Ultimatum||Camille dashes to target champion, anchoring them to the area. She also deals bonus magic damage to the target with her basic attacks.|
This deadly fighter harms himself to deal even more damage to his enemies. Dr. Mundo is possibly the last hero that you want to cross.
|Adrenaline Rush||Dr. Mundo regenerates 1% of hix maximum Health each second.|
|Infected Cleaver||Dr. Mundo hurls his cleaver, dealing damage equal to a portion of his target’s current Health and slowing them for a short time. Dr. Mundo delights in the suffering of others, so he is returned a portion of the Health cost when he successfully lands a cleaver (doubled on killing blows).|
|Burning Agony||Dr. Mundo drains his Health to reduce the duration of disables and deal continual damage to nearby enemies.|
|Masochism||Dr. Mundo gains bonus attack damage based on his missing Health, and his next basic attack headbutts his target for additional damage. Passively increases magic resist whenever Dr. Mundo is dealt magic damage or pays a health cost.|
|Sadism||Dr. Mundo sacrifices a portion of his Health for increased Movement Speed and drastically increased Health Regeneration.|
Loving nothing more than raiding tombs, Ezreal is pretty gifted with magic.
|Rising Spell Force||Ezreal gains increasing attack speed each time he successfully hits a spell, stacking up to five times.|
|Mystic Shot||Ezreal fires a damaging bolt of energy, which reduces all of his cooldowns slightly if it strikes an enemy unit.|
|Essence Flux||Ezreal fires an orb that sticks to the first champion or objective hit. If Ezreal hits an enemy with the orb, it detonates and deals damage.|
|Arcane Shift||Ezreal teleports to a target nearby location and fires a homing bolt, which strikes the nearest enemy unit. Prioritizes enemies stuck with Essence Flux.|
|Trueshot Barrage||Ezreal winds up before firing a powerful barrage of energy that deals massive damage to each unit it passes through (damage is reduced for minions and non-epic monsters).|
A duelist as deadly with the rapier as she is determined to restore her family’s honour.
|Duelist’s Dance||Fiora challenges nearby enemy champions to dodge her. She calls out a direction from which she will try to strike. If she can complete her own challenge, she receives a small bonus and calls out a new direction.|
|Lunge||Fiora lunges in a direction and stabs a nearby enemy, dealing physical damage and applying on-hit effects.|
|Riposte||Fiora parries all incoming damage and disables for a short time, then stabs in a direction. This stab slows the first enemy champion hit, or stuns them if Fiora blocked an immobilizing effect with this ability.|
|Bladework||Fiora has increased attack speed for the next two attacks. The first attack slows the target, and the second attack will critically strike.|
|Grand Challenge||Fiora reveals all four vitals on an enemy champion and gains movement speed while near them. If Fiora hits all four vitals or if the target dies after she has hit at least one, Fiora and her allies in the area are healed over the next few seconds.|
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This ocean-dweller can control the deadly beasts lurking beneath the water’s surface.
|Nimble Fighter||Fizz can move through units and takes a flat amount of reduced damage from all sources.|
|Urchin Strike||Fizz dashes through his target, dealing magic damage and applying on-hit effects.|
|Seastone Trident||Fizz’s attacks bleed his enemies, dealing magic damage over several seconds. Fizz can empower his next attack to deal bonus damage and empower his further attacks for a short time.|
|Playful / Trickster||Fizz hops into the air, landing gracefully upon his spear and becoming untargetable. From this position, Fizz can either slam the ground or choose to jump again before smashing back down.|
|Chum the Waters||Fizz tosses a fish in a direction that attaches to any champion that touches it, slowing the target. After a short delay, a shark erupts from the ground, knocking up the target and knocking any nearby enemies aside. All enemies hit are dealt magic damage and slowed.|
Garen’s armour can withstand magic as much as a blade, which is useful when hunting down mages.
|Perseverance||If Garen has not recently been struck by damage or enemy abilities, he regenerates a percentage of his total health each second.|
|Decisive Strike||Garen gains a burst of movement speed, breaking free of all slows affecting him. His next attack strikes a vital area of his foe, dealing bonus damage and silencing them.|
|Courage||Garen passively increases his armour and magic resist by killing enemies. He may also activate this ability to give him a shield and tenacity for a brief moment followed by a lesser amount of damage reduction for a longer duration.|
|Judgement||Garen rapidly spins his sword around his body, dealing physical damage to nearby enemies.|
|Demacian Justice||Garen calls upon the might of Demacia to attempt to execute an enemy champion.|
Gragas spends as much time drinking as he does fighting, which ends up exactly as you imagine it does.
|Happy Hour||On ability use, Gragas takes a drink restoring 6% of his max health. This effect can only happen every eight seconds.|
|Barrel Roll||Gragas rolls his cask to a location, which can be activated to explode or will explode on its own after four seconds. Enemies struck by the blast have their movement speed slowed.|
|Drunken Rage||Gragas guzzles down brew from his cask for one second. After finishing, he becomes drunkenly empowered, dealing magic damage to all nearby enemies on his next basic attack and reducing damage received.|
|Body Slam||Gragas charges to a location and collides with the first enemy unit he comes across, dealing damage to all nearby enemy units and stunning them.|
|Explosive Cask||Gragas hurls his cask to a location, dealing damage and knocking back enemies caught in the blast radius.|
Graves loves getting into trouble. So-much-so that he’s wanted pretty much everywhere he’s visited.
|New Destiny||Graves’ shotgun holds two shells. After firing them he must reload. Each attack fires several bullets in a cone. Hitting an enemy with multiple bullets does bonus damage. These bullets cannot pass through units.|
|End of the Line||Graves fires an explosive shell that detonates after two seconds, or 0.2 seconds if it strikes terrain.|
|Smoke Screen||Graves fires a smoke canister at the target area, creating a cloud of smoke that reduces sight range. Enemies caught in the initial impact are dealt magic damage and have their movement speed reduced briefly.|
|Quickdraw||Graves dashes forward, gaining an armour boost for several seconds. If Graves dashes towards an enemy champion, gain two stacks of True Grit instead. Hitting enemies with basic attacks lowers the cooldown of this skill and refreshes the resistance boost.|
|Collateral Damage||Graves fires an explosive shell, dealing heavy damage to the first champion it hits. After hitting a champion, or reaching the end of its range, the shell explodes, dealing damage in a cone.|
A helpful wind spirit, Janna helps sailors navigate treacherous waters.
|Tailwind||Janna passively gains 8% movement speed, and nearby allied champions gain this bonus when moving toward her. Additionally, Janna’s basic attacks cause additional magic damage based on her bonus movement speed.|
|Howling Gale||By creating a localized change in pressure and temperature, Janna is able to create a small storm that grows in size with time. She can activate the spell again to release the storm. On release this storm will fly towards the direction it was cast in, dealing damage and knocking away any enemies in its path.|
|Zephyr||Janna summons an air elemental that passively increases her movement speed and enables her to pass through units. She may also activate this ability to deal damage and slow an enemy’s movement speed. This passive is lost while this ability is on cooldown.|
|Eye of the Storm||Janna conjures a defensive gale that shields an ally champion or turret from incoming damage and increases their attack damage.|
|Monsoon||Janna surrounds herself in a magical storm, throwing enemies back. After the storm has settled, soothing winds heal nearby allies while the ability is active.|
A frustrating warrior to battle against is Jarvan IV, who wields a lance with deadly precision.
|Martial Cadence||Jarvan’s first basic attack on an enemy deals bonus physical damage based on their current Health. This effect cannot occur again on the same enemy for a few seconds.|
|Dragon Strike||Jarvan IV extends his lance, dealing physical damage and lowering the Armor of enemies in its path. Additionally, this will pull Jarvan to his Demacian Standard, knocking up enemies in his path.|
|Golden Aegis||Jarvan IV calls upon the ancient kings of Demacia to shield him from harm and slow surrounding enemies.|
|Demacian Standard||Jarvan IV carries the pride of Demacia, passively granting him bonus Attack Speed. Activating Demacian Standard allows Jarvan IV to place a Demacian flag that deals magic damage on impact and grants Attack Speed to nearby allied champions. Cast again to automatically cast Dragon Strike to the flag.|
|Cataclysm||Jarvan IV heroically leaps into battle at a target with such force that he terraforms the surrounding area to create an arena around them. Nearby enemies are damage at the moment of impact.|
With wit as sharp as his, err, lamppost, Jax wanders the world seeking new allies.
|Relentless Assault||Jax’s consecutive basic attacks continuously increase his attack speed.|
|Leap Strike||Jax leaps toward a unit. If they are an enemy, he strikes them with his weapon.|
|Empower||Jax charges his weapon with energy, causing his next attack to deal additional damage.|
|Counter Strike||Jax’s combat prowess allows him to dodge all incoming attacks for a short duration, and then quickly counterattack, stunning all surrounding enemies.|
|Grandmaster’s Might||Every third consecutive attack deals additional magic damage. Additionally, Jax can activate his ability to strengthen his resolve, increasing his armour and magic resist for a short duration.|
You don’t want to mess with Jhin, as he enjoys murdering as much as you enjoy a hot drink.
|Whisper||Jhin’s hand cannon, Whisper, is a precise instrument designed to deal superior damage. It fires at a fixed rate and carries only four shots. Jhin imbues the final bullet with dark magics to critically strike and deal bonus execute damage. Whenever Whisper critically hits, it inspires Jhin with a burst of movement speed.|
|Dancing Grenade||Jhin launches a magical cartridge at an enemy. It can hit up to four targets and gains damage each time it kills.|
|Deadly Flourish||Jhin brandishes his cane, firing a single shot with incredible range. It pierces through minions and monsters, but stops on the first champion hit. If the target was recently struck by Jhin’s allies, lotus traps, or damaged by Jhin, they are rooted.|
|Captive Audience||Jhin places an invisible lotus trap that blooms when walked over. It slows nearby enemies before dealing damage with an explosion of serrated petals. Beauty in Death – when Jhin kills an enemy champion, a lotus trap will bloom near their corpse.|
|Curtain Call||Jhin channels, transforming Whisper into a shoulder-mounted mega-cannon. It is able to fire four super shots at extreme range that pierce through minions and monsters, but stop on the first champion impacted. Whisper cripples enemies hit, which slows them and deals execute damage. The fourth shot is perfectly crafted, epically powerful, and guaranteed to critically strike.|
As deadly as her explosive weapons suggest, you don’t want to cross Jinx.
|Get Excited!||Jinx receives massively increased Movement Speed and Attack Speed whenever she damages an enemy champion, epic monster, or structure that is then killed or destroyed within 3 seconds.|
|Switcheroo!||Jinx modifies her basic attacks by swapping between Pow-Pow, her minigun and Fishbones, her rocket launcher. Attacks with Pow-Pow grant Attack Speed, while attacks with Fishbones deal area of effect damage, gain increased range, and drain Mana.|
|Zap!||Jinx uses Zapper, her shock pistol, to fire a blast that deals damage to the first enemy hit, slowing and revealing it.|
|Flame Chompers!||Jinx throws out a line of snare grenades that explode after 5 seconds, lighting enemies on fire. Flame Chompers will bite enemy champions who walk over them, rooting them in place.|
|Super Mega Death Rocket!||Jinx fires a super rocket across the map that gains damage as it travels. The rocket will explode upon colliding with an enemy champion, dealing damage to it and surrounding enemies based on their missing Health.|
If you get hit by Lee Sin, the battle’s basically over. That’s thanks to the fact that most of his abilities have a secondary effect.
|Flurry||After Lee Sin uses an ability, his next two basic attacks gain Attack Speed and return Energy.|
|Sonic Wave||Lee Sin projects a discordant wave of sound to locate his enemies, dealing physical damage to the first enemy it encounters. If Sonic Wave hits, Lee Sin can cast Resonating Strike for the next three seconds.|
|Resonating Strike||Lee Sin dashes to the enemy hit by Sonic Wave, dealing physical damage based on the target’s missing Health.|
|Safeguard||Lee Sin rushes to target position, shielding himself from damage if an enemy champion or monster is near the landing point. After using Safeguard, Lee Sin can cast Iron Will for the next few seconds.|
|Iron Will||Lee Sin’s next attack deals bonus magic damage and has omnivamp.|
|Tempest||Lee Sin smashes the ground, sending out a shockwave that deals magic damage and reveals enemy units hit. If Tempest hits an enemy, Lee Sin can cast cripple for the next three seconds.|
|Cripple||Lee Sin cripples nearby enemies damaged by Tempest, reducing their Movement Speed for four seconds. Movement Speed recovers gradually over the duration.|
|Dragon’s Rage||Lee Sin performs a powerful roundhouse kick launching his target back, dealing physical damage to the target and any enemies that they collide with. Enemies the target collides with are knocked into the air for a short duration.|
Though hailing from a region that views it with suspicion, Lux is gifted with magic.
|Illumination||Lux’s damaging spells charge the target with energy for six seconds. Lux’s next attack ignites the energy, dealing bonus magic damage (depending on Lux’s level) to the target.|
|Light Binding||Lux releases a sphere of light that binds and deals damage to up to two enemy units.|
|Prismatic Barrier||Lux throws her wand and bends the light around any friendly target it touches, protecting them from enemy damage.|
|Lucent Singularity||Fires an anomaly of twisted light to an area, which slows nearby enemies. Lux can detonate it to damage enemies in the area of effect.|
|Final Spark||After gathering energy, Lux fires a beam of light that deals damage to all targets in the area. In addition, triggers Lux’s passive ability and refreshes the Illumination debuff duration.|
Poor Malphite is the last of his kind, and is struggling to find a place for himself in this difficult world.
|Granite Shield||Malphite is shielded by a layer of rock, which absorbs damage up to 10% of his maximum health. If Malphite has not been hit for ten seconds, this effect recharges.|
|Seismic Shard||Using his primal elemental magic, Malphite sends a shard of the earth through the ground at his foe, dealing damage upon impact and stealing movement speed for three seconds.|
|Thunderclap||Malphite attacks with such force that it creates a sonic boom. For the next few seconds, his attacks create aftershocks in front of him.|
|Ground Slam||Malphite slams the ground, sending out a shockwave that deals magic damage based on his armour as damage and reduces the attack speed of enemies for a short duration.|
|Unstoppable Force||Malphite ferociously charges to a location, damaging enemies and knocking them into the air.|
Basically the Yoda of LoL, this mysterious swordmaster seeks new disciples for the art of Wuju.
|Double Strike||Every few consecutive basic attacks, Master Yi strikes twice.|
|Alpha Strke||Master Yi teleports across the battlefield with blinding speed, dealing physical damage to multiple units in his path, while simultaneously becoming untargetable. Alpha Strike can critically strike and deals bonus physical damage to monsters. Basic attacks reduce Alpha Strike’s cooldown.|
|Meditate||Master Yi rejuvenates his body by focus of mind, restoring health and taking reduced damage for a short time. In addition, Master Yi will gain stacks of Double Strike and pause the remaining duration of Wuju Style and Highlander for each second he channels.|
|Wuju Style||Grants bonus true damage on basic attacks.|
|Highlander||Master Yi moves with unparalleled agility, temporarily increasing his movement and attack speeds as well as making him immune to all slowing effects. While active, champion kills or assists extend Highlander’s duration. Passively reduces cooldown for his other abilities on a kill or assist.|
Miss Fortune is a deadly pirate, who stops at nothing to get revenge. Just ask Gangplank. Oh, wait, you can’t.
|Love Tap||Miss Fortune deals bonus physical damage whenever she basic attacks a new target.|
|Double Up||Miss Fortune fires a bullet at an enemy, damaging them and a target behind them. Both strikes can also apply Love Tap.|
|Strut||Miss Fortune passively gains movement speed when not attacked. This ability can be activated to grant bonus attack speed for a short duration. While it’s on cooldown, Love Taps reduce the remaining cooldown of Strut.|
|Make it Rain||Miss Fortune reveals an aura with a flurry of bullets, dealing waves of damage to opponents and slowing them.|
|Bullet Time||Miss Fortune channels a barrage of bullets into a cone in front of her, dealing large amounts of damage to enemies. Each wave of Bullet Time can critically strike.|
Using her Tidecaller staff, Nami can attack with the strength of the ocean.
|Surging Tides||When Nami’s abilities hit allied champions they gain movement speed for a short duration.|
|Aqua Prison||Sends a bubble to a target area, dealing damage and stunning all enemies on impact.|
|Ebb and Flow||Unleashes a stream of water that bounces back and forth between allied and enemy champions, healing allies and damaging enemies.|
|Tidecaller’s Blessing||Empowers an allied champion for a short duration. The ally’s basic attacks and spells deal bonus magic damage and slow the target.|
|Tidal Wave||Summons a massive Tidal Wave that knocks up, slows, and damages enemies. Allies hit gain double the effect of Surging Tides.|
This jackal-headed demigod defends the city of Shurima with a fierce zeal.
|Soul Eater||Nasus drains his foe’s spiritual energy, giving him bonus life steal.|
|Siphoning Strike||Nasus strikes his foe, dealing damage and increasing the power of his future Siphoning Strikes if he slays his target.|
|Wither||Nasus ages an enemy champion, decelerating their movement and attack speeds over time.|
|Spirit Fire||Nasus unleashes a spirit flame at a location, dealing damage and reducing the armour of enemies who stand on it.|
|Fury of the Sands||Nasus unleashes a mighty sandstorm that batters nearby enemies. While the storm rages, he gains increased health, attack range, damages nearby enemies, has a reduced cooldown on Siphoning Strike, and gains bonus armour and magic resistance for the duration.|
Looking like a Nord right out of Skyrim, Olaf dispatches bloody justice with his dual axes.
|Berserker Rage||Olaf’s attack speed is increased by 1% for each 1% of his health he is missing.|
|Undertow||Olaf throws an axe into the ground at a target location, dealing damage to enemies it passes through and slowing their movement speed. If Olaf picks up the axe, the ability’s cooldown is reduced by 4.5 seconds.|
|Vicious Strikes||Olaf’s attack speed is increased, he gains life steal and has increased healing from all sources based on how much health he is missing.|
|Reckless Swing||Olaf attacks with such force that it deals true damage to his target and himself, refunding the health cost if he destroys the target.|
|Ragnarok||Olaf temporarily becomes immune to disables.|
Previously a living, breathing human girl, Orianna is now made up entirely of clockwork.
|Clockwork Windup||Orianna’s autoattack deals additional magic damage. This damage increases the more Orianna attacks the same target.|
|Command: Attack||Orianna commands her ball to fire toward a target location, dealing magic damage to targets along the way (deals less damage to subsequent targets). Her ball remains at the target location after.|
|Command: Dissonance||Orianna commands the ball to release a pulse of energy, dealing magic damage around it. This leaves a field behind that speeds up allies and slows enemies.|
|Command: Protect||Orianna commands her ball to attach to an allied champion, shielding them and dealing magic damage to any enemies it passes through on the way. Additionally, the ball grants additional armour and magic resist to the champion it has attached to.|
|Command: Shockwave||Orianna commands her ball to unleash a shockwave, dealing magic damage and launching nearby enemies towards the ball after a short delay.|
Shyvana may look humanoid, but she’s actually a dragon.
|Fury of the Dragonborn||Shyvana deals bonus damage to dragons and gains armour and magic resistance. As Shyvana and her allies slay more dragons, she gains more bonus armour and magic resistance.|
|Twin Bite||Shyvana strikes twice on her next attack. Basic attacks reduce the cooldown of Twin Bite by 0.5 seconds. Dragon Form: Twin Bite cleaves all units in front of Shyvana.|
|Burnout||Shyvana surrounds herself in fire, dealing magic damage per second to nearby enemies and moving faster for three seconds. Part of this damage is applied again when Shyvana basic attacks an enemy with Burnout active. The movement speed reduces over the duration of the spell. Basic attacks extend the duration of Burnout. Dragon Form: Burnout grows in size.|
|Flame Breath||Shyvana unleashes a fireball that deals damage to all enemies it encounters and leaves cinders on the target, marking them for five seconds. Shyvana’s basic attacks on marked targets deal a percentage of their maximum health as damage on-hit. Dragon Form: Flame Breath explodes on impact or at the target location, dealing bonus damage and scorching the earth for a short duration.|
|Dragon’s Descent||Shyvana transforms her dragon and takes flight to a target location. Enemies along her path take damage and are knocked toward her target location. Shyvana passively gains Fury per second and gains two Fury on basic attack.|
Alchemist Singed fires off a wide variety of chemical concoctions to frustrate his opponents.
|Noxious Slipstream||Singed drafts off nearby champions, gaining a burst of movement speed when passing them.|
|Poison Trail||Leaves a trail of poison behind Singed, dealing damage to enemies caught in the path.|
|Mega Adhesive||Throws a vial of mega adhesive on the ground, slowing and grounding enemies who walk on it.|
|Fling||Damages target enemy unit and flings them into the air behind Singed. If the target Singed flings lands in his Mega Adhesive, they are also rooted.|
|Insanity Potion||Singed drinks a potent brew of chemicals, granting him increased combat stats.|
Bard Sona is as good at helping her teammates as she is hindering her enemies.
|Power Chord||After three spell casts, Sona’s next attack will deal bonus magic damage in addition to an additional effect based on what song Sona last activated.|
|Hymn of Valor||Sona plays the Hymn of Valor, sends out bolts of sound, dealing magic damage to two nearb enemies, prioritizing champions and monsters. Sona gains a temporary aura that grants allies tagged by the zone bonus damage on their next attack against enemies.|
|Aria of Perseverance||Sona plays the Aria of Perseverance, sending out protective melodies, healing Sona and a nearby wounded ally. Sona gains a temporary aura that grants allies tagged by the zone a temporary shield.|
|Song of Celerity||Sona plays the Song of Celerity, granting nearby allies bonus Movement Speed. Sona gains a temporary aura that grants allied champions tagged by the zone bonus Movement Speed.|
|Crescendo||Sona plays her ultimate chord, stunning enemy champions and forcing them to dance and dealing magic damage to them. Each rank reduces the base cooldown of Sona’s basic abilities.|
A former immortal who gave it up to protect us fellow mortals, Soraka is a very kind-hearted support character.
|Salvation||Soraka runs faster towards nearby low health allies.|
|Starcall||A star falls from the sky at the target location, dealing magic damage and slowing enemies. If an enemy champion is hit by Starcall, Soraka recovers health.|
|Astral Infusion||Soraka sacrifices a portion of her own health to heal another friendly champion.|
|Equinox||Creates a zone at a location that silences all enemies inside. When the zone expires, all enemies still inside are rooted.|
|Wish||Soraka fills her allies with hope, instantly restoring health to herself and all friendly champions.|
Tryandamere harnesses his rage to fuel his attacks.
|Battle Fury||Tryndamere gains Fury for each attack, critical strike, and killing blow he makes. Fury passively increases his critical strike chance and can be consumed with his Bloodlust spell.|
|Bloodlust||Tryndamere thrives on the thrills of combat, increasing his attack damage as he is more and more wounded. He can cast Bloodlust to consume his Fury and heal himself.|
|Mocking Shout||Tryndamere lets out an insulting cry, decreasing surrounding champions’ attack damage. Enemies with their backs turned to Tryndamere also have their movement speed reduced.|
|Spinning Slash||Tryndamere slices toward a target unit, dealing damage to enemies in his path.|
|Undying Rage||Tryndamere’s lust for battle becomes so strong that he is unable to die, no matter how wounded he becomes.|
Filled with rogueish charm, Twisted Fate lets his cards do the talking.
|Loaded Dice||Upon killing a unit, Twisted Fate rolls his ‘lucky’ dice, receiving anywhere between one and six bonus gold.|
|Wild Cards||Twisted Fate throws three cards, dealing damage to each enemy unit they pass through.|
|Pick a Card||Twisted Fate chooses a magic card from his deck, and uses that for his next attack, causing bonus effects.|
|Stacked Deck||Every four attacks, Twisted Fate deals bonus damage. In addition, his attack speed is increased.|
|Destiny||Twisted Fate predicts the fortunes of his foes, revealing all enemy champions and enabling the use of Gate, which teleports Twisted Fate to any target location in 1.5 seconds.|
A frustrating opponent to face, Varus keeps you at arm’s length with ease.
|Living Vengeance||On kill or assist, Varus temporarily gains Attack Speed. This bonus is larger if the enemy is a champion.|
|Piercing Arrow||Varus readies and then fires a powerful shot that gains extra range and damage the longer he spends preparing to fire.|
|Blighted Quiver||Varus’ basic attacks deal bonus magic damage and apply Blight. Varus’ other abilities detonate Blight, dealing magic damage based on the target’s maximum health.|
|Hail of Arrows||Varus fires a hail of arrows that deal physical damage and desecrate the ground. Desecrated ground slows enemies’ Movement Speed and reduces their self healing and regeneration.|
|Chain of Corruption||Varus flings out a damaging tendril of corruption that immobilizes the first enemy champion hit and then spreads towards nearby uninfected champions, immobilizing them too on contact.|
A monster hunter who dedicates her life to destroying the demon that murdered her family.
|Night Hunter||Vayne ruthlessly hunts evil-doers, gaining 30 movement speed when moving toward nearby enemy champions.|
|Tumble||Vayne tumbles, maneuvering to carefully place her next shot. Her next attack deals bonus damage.|
|Silver Bolts||Vayne tips her bolts with a rare metal, toxic to evil things. The third consecutive attack or ability against the same target deals a percentage of the target’s max health as bonus true damage.|
|Condemn||Vayne draws a heavy crossbow from her back, and fires a huge bolt at her target, knocking them back and dealing damage. If they collide with terrain, they are impaled, dealing bonus damage and stunning them.|
|Final Hour||Readying herself for an epic confrontation, Vayne gains increased attack damage, invisibility during Tumble, reduced Tumble cooldown, and more bonus movement speed from Night Hunter.|
Vi has huge gauntlets, which she uses to punch through walls. She may have an anger issue.
|Blast Shield||Vi charges a shield over time. The shield can be activated by hitting an enemy with an ability.|
|Vault Breaker||Vi charges her gauntlets and unleashes a vault shattering punch, carrying her forward. Enemies she hits are knocked back and receive a stack of Denting Blows.|
|Denting Blows||Vi’s punches break her opponent’s armour, dealing bonus damage and granting her attack speed.|
|Excessive Force||Vi’s next attack blasts through her target, dealing damage to enemies behind it.|
|Assault and Battery||Vi runs down an enemy, knocking aside anyone in the way. When she reaches her target, she knocks it into the air, jumps after it, and slams it back into the ground.|
Our Legends of Runeterra tier list can help you narrow down a new strategy
A master of the spear, Xin Zhao fights for his kingdom.
|Determination||Every third attack deals bonus damage and heals Xin Zhao.|
|Three Talon Strike||Xin Zhao’s next three standard attacks deal increased damage with the third attack knocking an opponent into the air.|
|Wind Becomes Lightning||Xin Zhao slashes in front of himself with his spear, then thrusts it forward, slowing affected enemies.|
|Audacious Charge||Xin Zhao charges to an enemy, dealing damage to all enemies in the area and slowing them briefly.|
|Crescent Guard||Xin Zhao deals damage to nearby enemies based on their current health and knocks non-challenged targets back. Xin Zhao is impervious to damage dealt by champions outside of the circle created.|
Yasuo is so quick he can use the very air itself as a weapon.
|Way of the Wanderer||Yasuo’s critical strike chance is doubled. Additionally, Yasuo builds toward a shield whenever he is moving. The shield triggers when he takes damage from a champion or monster.|
|Steel Tempest||Thrusts forward, damaging all enemies in a line. On hit, grants a stack of Gathering Storm for a few seconds. At two stacks, Steel Tempest fires a whirlwind that knocks airborne. Steel Tempest is treated as a basic attack and scales with all the same things.|
|Wind Wall||Creates a moving wall that blocks all enemy projectiles for four seconds.|
|Sweeping Blade||Dashes through target enemy, dealing magic damage. Each cast increases your next dash’s base damage, up to a max amount. Cannot be re-cast on the same enemy for a few seconds. If Steel Tempest is cast while dashing, it will strike as a circle.|
|Last Breath||Blinks to an airborne enemy champion, dealing physical damage and holding all airborne enemies in the area in the air. Grants maximum flow but resets all stacks of Gathering Storm. For a moderate time afterwards, Yasuo’s critical strikes gain significant bonus armour penetration.|
A master of dangerous and corrupt spirit magic, Zed stops at nothing to defend his home nation.
|Contempt for the Weak||Zed’s basic attacks against low health targets deals bonus magic damage. This effect can only occur once every few seconds on the same target.|
|Razor Shuriken||Zed and his shadows throw their shurikens. Each shuriken deals damage to every enemy hit.|
Zed gains energy whenever he and his shadows strike an enemy with the same ability. Energy can only be gained once per cast ability.
When cast, Zed’s shadow dashes forward, remaining in place for a few seconds. Reactivating Living Shadow causes Zed to switch positions with his shadow.
|Shadow Slash||Zed and his shadows slash, dealing damage to nearby enemies.|
|Death Mark||Zed becomes untargetable and dashes to an enemy champion, marking them. After three seconds, the mark triggers, repeating a portion of all the damage Zed dealt to the target while they were marked.|
An explosives expert and fanatic, Ziggs loves to blow stuff up.
|Short Fuse||Periodically, Ziggs’ next basic attack deals bonus magic damage. This cooldown is reduced whenever Ziggs uses an ability.|
|Bouncing Bomb||Ziggs throws a bouncing bomb that deals magic damage.|
|Satchel Charge||Ziggs flings an explosive charge that detonates after four seconds, or when this ability is activated again. The explosion deals magic damage to enemies, knocking them away. Ziggs is also knocked away, but takes no damage. Ziggs can use the satchel to hexplode vulnerable enemy turrets.|
|Hexplosive Minefield||Ziggs scatters proximity mines that detonate on enemy contact, dealing magic damage and slowing. Successive mine detonations on the same target deal reduced damage.|
|Mega Inferno Bomb||Ziggs deploys his ultimate creation, the Mega Inferno Bomb, hurling it an enormous distance. Enemies in the primary blast zone take more damage than those further away.|