Welcome to the Forum Archive!

Years of conversation fill a ton of digital pages, and we've kept all of it accessible to browse or copy over. Whether you're looking for reveal articles for older champions, or the first time that Rammus rolled into an "OK" thread, or anything in between, you can find it here. When you're finished, check out the boards to join in the latest League of Legends discussions.


MTG Champion Creation Contest w/ RP Reward

Comment below rating threshold, click here to show it.

Kamiroo Wolf

Senior Member


Now the competition comes rolling in.

Ok, I've never even played MTG but here's Ajani Goldmane, Caller Of The Pride. Despite what his MTG lore made him out to be(a warrior) I kind of reworked the him into a mentor of heroes kind of support champion that can handle himself as well as manage his allies. Without further ado:

Role: Ajani is a Support/Fighter who can not only support. Ajani can also be affective in solo lane situations due to his skillset and high potential.


Auto Attack- Ajani strikes an enemy unit with his weapon.

Actively-Ajani's Presence- Ajani or one selected ally within range will respawn upon death. This may sound OP but really, that ally or Ajani will respawn with 15%/25%/45% their maximum health upon death.

Upon being killed, Ajani or one selected ally will fall to the ground and remain invulnerable as well as immobile for 1/2/3 seconds and upon respawning receive a 15% movement speed increase. Once this passive has been exhausted on ONE of these champions it is on cooldown for 130 seconds. Upgrades at lvl 1/6/11.

Passively: All enemy champion's abilities cost 8% more mana(or whatever resource they use) to cast.

Cooldown: 130 seconds.

Silvercoat Lion=Q
Cost: 70/75/80/85/90 mana.
Range: 625 units.

Ajani calls for assistance from a Silvercoat Lion and applies the pet to an ally of himself. While the pet is actively applied to Ajani or his ally, it will target and attack whatever is attacking or is targeted by its master. Cannot be assigned to champions that already have pets assigned to them such as Annie with an active Tibbers. The Creature' s stats are:

Health: 600/1100/1600/2100/2500
Attack damage: 55/60/65/70/75 physical damage.
Attack speed: 0.645
Range: Melee
Magic Resist: 30/35/40/50/55
Movement speed: 355

If Silvercoat Lion's target leaves melee range it has a 25% chance to pounce on and stun that enemy for 0.75/1/1.25/1.5/1.75 second(s).

The unit Silvercoat Lion is applied to gains a 20%/25%/30%/35%/40% attack speed increase.

The lion lasts for 10/15/20/25/30/ seconds.

Cooldown: 45 seconds.

Show Of Valor=W
Cost: 45/50/55/60/65 mana
Range: 700 units

Ajani tests his allies' valor. Granting he and all allies within range with increased attack speed, attack damage, and a shield. Additionally, all basic attacks dealt by Ajani and his allies apply Grievous Wounds for a time.

Ajani grants all allies within range +15% attack speed, +25%/45%/55% attack damage, and a shield equal to 25% their current health. All basic attacks additionally apply Grievous Wounds to enemies which weakens the potency of heals.

Cooldown: 12 seconds
Lightning Helix=Q
Cost: 65/65/65/75/75 mana
Range: 800 units

Ajani deals damage to and slows an enemy within range or heals and increases movement speed to an allied unit or himself.

If used on an enemy, Ajani deals 75/105/150/195/230 magic damage to a target enemy and slows them by 15%/20%/25%/30%/35%.

If used on an ally, Ajani lifts their spirits restoring 80/160/270/345/420 health and increasing movement speed by 15%/25%/30%/45%/ 50%!

Ajani' s Sunstriker=R
Cost:100/125/140 mana
Range: 650 units

Ajani calls once more upon his pride and summons a cat cleric warrior to his allies' aid. Ajani can summon up to 2 Sunstrikers. Cannot be applied to allies that already have a pet attached to them.

Ajani' s Sunstrikers assist allies in battle with:

Health: 1150/2075/3000
Attack damage: 80/ 95/ 105 physical damage
Critical strike chance: 20%/25%/30%
Attack speed: 0.625
Range: Melee
Armor: 30 / 50 / 70
Magic resistance: 30 / 50 / 70
Movement speed: 360

All damage dealt by Ajani' s Sunstrikers deal 12% lifesteal that gives health to the ally it's applied to and 7% lifesteal to Ajani on every attack.

Only 2 can be summoned at a time. The cooldown on summoning one is 70 seconds and Summoning the other applies a second stack of 70 seconds.

Cooldown: 70/140 seconds.

MTG Lore:

Ajani Goldmane is torn between his leonin ferocity and his sense of justice. He was born on Naya and became an outcast within his own family, an albino leonin never accepted by the rest of his pride. The only person who cared about him was his brother Jazal, the leader of their pride and Ajani's inspiration. Ajani had always shown potential as a mage and healer, but had assumed his main calling was to be a warrior in Jazal's service. The day that Ajani's brother was assassinated by unknown forces was the day that Ajani's Planeswalker spark ignited, and everything changed.

No longer could Ajani worry about his problems with his pride. His quest to discover his brother's killer has led him into a tangle of intrigue woven by mysterious forces, forcing him to broaden his skills as a warrior and to unlock new potential within himself. . After thwarting Nicol Bolas’s plans on Alara, Ajani set aside his anger and began to travel the Multiverse. He became a mentor to leonin communities on many planes, including Theros.

Ajani travels to Theros in search of his old friend, Elspeth. With the help of King Brimaz, he searches the plane for the woman who has become known as the Hydra Killer. When he finally finds Elspeth, the situation is far more dangerous than he realized. The gods blame Elspeth for the state of the world. To set things right, Ajani and Elspeth journey into Nyx and battle Xenagos. Elspeth kills the God of Revels, but with dire consequences. Theros is restored to its natural state, but Ajani is furious at the gods who wronged his friend.

LoL Lore:

Pleased and fascinated by the actions and potential of Ajani Goldmane, the summoners of the League devised to have the leonin forcefully brought to Runeterra and locked within this universe to participate in the League of Legends; much like how Taric had been summoned. Once in Runeterra, Ajani became furious about the sudden abandonment of his home and demanded to be returned at once. The summomers of the League promised Goldmane that he would be returned to his home if he did well in his matches...so that's just what Ajani Goldmane, Caller Of The Pride, agreed to do.

“Think of this as a trial...a test of valor, If you will?"
- Fyrian Totemsmith,The mage who brought Ajani into Runeterra.

Base Stats)

Health: 418(+90 per lvl)
Health regen: 5.75(+0.5 per lvl)
Mana: 302(+63 per lvl)
Mana regen: 6.9(+0.6 per lvl)
Attack Damage: 56.65(+3.375 per lvl)
Attack Speed: 0.679(+2.85% per lvl)
Armor: 20.5(+3.5 per lvl)
Magic resist: 30(+1.25 per lvl)
Movement speed: 345

I like to think of Ajani as an all purpose champion who's main function is to support while also being able to dominate the battle from the sidelines. His abilities allow him to stay at a relatively short range and battle using the assistance of his pride. His main problems revolve around the amount of mana he eats up and pets that may end up getting him killed by the turret if not played right. The reason I didn't make Ajani a straight up warrior like his MGT lore makes him out to be is because the League has few supports and already too many fighters, and since he could technically play the “Mentor Of Heroes" role I just decided to place him as his MGT' s secondary role: Support.

Playing As:
-If going on the more pet-dependant route, focus on building Life Steal and criticals as those things will greatly enhance the power of Ajani' s ultimate along with a significant buff for Ajani' s Silvercoat Lion.

-Ajani is excellent when it comes to dropping turrets due to his Q and W. They increase attack speed so Ajani can get out a significant amount of hits before having to fall back.

-Mana. Mana. MANA!

Playing Against:
-always be wary of Ajani' s location and mana while always remembering the range of his minions. It's best to wait for Ajani to have low mana(or wait for him to recall entirely) before attacking one of his allies.

-Getting into a 1 on 1 fight with Ajani is not recommended as he can easily summon a minion, making the fight a deadly 1v2 situation.

-Do not feed.

Playing with:
-Be sure to recognize and look out Ajani' s Q and W. They can significantly increase attack speed allowing your team to cut through enemy turrets like butter.

-Just because you have an extra minion fighting alongside you doesn't mean you should pick unnecessary and stupid fights.

-If you do decide to pick the fights, however, make sure there are no enemy re-reinforcements en route to your location as the pets can only target one at a time.

Quotes(For dem additional points doe) :

Champion Select:
“Instinct is all a true warrior needs."

“What I lack in camouflage...I make up for in other strengths."
“United our roar will level mountains."
“Rage is a dangerous weapon."
“For leonin of all worlds."
“I represent Naya...not Runeterra."
“A wretched game this is..."
“When one prospers, the pride prospers."

“I shall return home."
“I refuse to lose."
“One' s blade is only as sharp as ones conviction."
“Your time has passed."
“It is done."
“I sense a presence."
“Show me your skill."

Upon Summoning Silvercoat Lion:
“Hide not behind your coat."
“Show us your inner strength."
“Camoflauge is not everything."

Upon Casting Show Of Valor:
“Duty...honor...and valor."
“A test of your valor."
“Show me."

Upon Casting Lightning Helix:
“Rage is not the answer. Rage followed by fitting vengeance is the answer."
“Vengeance hm?"
*on an ally*“Live to fight another day."
*on an ally*“You fall not yet brother!"

Upon Summoning Ajani' s Sunstriker:
“Keep the land safe..."
“The help is appreciated."
“Grace, Majesty, and Might."

Taunt Near enemy Rengar:
“Show me your skill, brother."
“You too are an outcast?"
“Where is your pride, brother?"

*copying the commercial with the cats singing meow*,“Meow meow meow meow..."
“Yarn and fish...that's the good life."
“Hmph. Pridestalker."

Joke near ahri:

Applying Silvercoat lion to Nidalee and cougar form:
“Two cats...frolicking in the middle of battle...."

Suggested Items:
(It's my first time doing suggested items but I guess I should try)

Starting Items:x2 Faerie charm, health potion, warding totem.
Core Items:Archangel' s staff

More coming soon. Tired =_=


Comment below rating threshold, click here to show it.


Junior Member


(Dang I feel like I'm cheating, this is just too good.)

Venser the shaper savant. I already have the idea all laid out.

Comment below rating threshold, click here to show it.


Senior Member


I'm glad there's a good amount of people entering

Comment below rating threshold, click here to show it.


Junior Member


Venser, Shaper Savant

Role: Midlane/Assassin

Lore: (Background, Venser is a genius planewalker who started out as a crazy kid on Urborg who scrapped together a bunch of amazing inventions using phyrexian parts, we will retcon his death and say he was working on something right near before the whole Mirrodin Reborn after closing the tolarian rift, either way his backstory is very simple)

Venser was tuning his newest machine, it was simple really. It was a small trinket that amplified his planewalker powers. He could remotely use his planeswalker powers on machines in other worlds through untold power; it was a gamble, but he knew how to identify any threat, and treasure that the multiverse could have to offer with a near infinite range due to a sensor on the invention, which rated random objects at first. Venser was eventually able to pinpoint metallic objects but it was just simply too much for the machine and Venser's power. The solution was to create "known" objects and unknown objects, the machine would only identify new metals and alloys of new designs. While slightly overwhelming, Venser felt compelled to discover and create, using his deep intellect to not only design a functional machine but keep track of it's sheer amount of data by connecting the trinket further into his consciousness, allowing him to sense objects of interest.

After about a week of periodically trying the trinket, pulling in caches of precious metals such as etherium and strange machines that as Venser had hoped, were deactivated. Feeling confident he left the device searching longer, it was hard to pull in artifacts that he didn't know of. Few errors occurred, and Venser was generally satisfied with the new lottery he developed.

Venser decided to go scavenging again, and as it began the objects began to be more scarce as life became more primitive, and soon Venser was overwhelmed with oddities. As Venser's sanity was threatened, he decided that his only course of action to preserve his life was to shut off the device and planeswalk to the foreign area.

The artificer opened his eyes, and found himself in the middle of a town that reminded him of the darkness of Ravnica. The stench that hung in the air, to the feeling of the city. A man approached him, although Venser realized his mistake. It wasn't a man, but a humanoid machine with a third hand.

Venser could no longer keep himself awake, and succumbed to darkness.

Viktor examined Venser, only equipped with the new machine was a worthless subject for Viktor. Viktor decided that he would simply fight him in the league of legends, to further his agenda.

The time that Venser was able to regain his consciousness he was before the council. Venser decided to listen about the league and that he would be tested, but that held no interest to him, Venser felt that his small trinket was not in his shirt. Once Venser attempted to planewalk he could find that the barrier that he had originally crossed without realizing, could not be crossed without his device. The council was instructed to tell Venser that Viktor held his device, an impure heresy to the purity of technology as he molested perfection with an overwhelming magical and human power. Viktor wished to fight Venser as proof of the superiority of technology without the manipulation of magic, seeing the league as the easiest way to become popular and make a legal appeal or continue his research.

Now Venser has slightly rebuilt his original device but it is twice the size and can only carry over his own inventions as he is deeply intimate with them and requires little consciousness to manipulate. Dedicated to defeating Viktor and assisting in the plight of Valoran as it fights the corruption of Zaun, as that would be the quickest way to regain his teleporter and return home.


Q: Sojouner's Solitude

CD : 8s

Delay : 0.4s

Range: 800/850/900/1000/1000

Effect: Venser planeswalks to a targeted area with no living units within a range (500/400/300/250/200) of the exit point. If an enemy is at the destination (vision does not effect the detection but enemies are not revealed if detected) Venser gains 20% movement speed and the cooldown is reduced by 2s.

W: Savant

CD : 10s

Range : 300

Effect :

1st activitation: Venser uses his transporter to relocate a target directly in front of him, dealing 100/150/200/250/300 (+0.7 AP). If the skill is used without a target, it may be reactivated on a target for the same effect, or reactivated by having no target after 1 second.

2nd activation: Venser phases in a phyrexian altar at the cursor for 3s, it deals 20/30/40/60/80 (+0.1 AP) in a radius (400 range in an aoe) every 0.5 seconds, returning 50% of damage dealt as HP (altar does not activate until 1 second in dealing up to 80/120/160/240/360(+0.4 AP)

E : Mind Shock

CD : 7s

Range : 700

Delay : .5 seconds

Cost : 5% of maximum health

Effect : Venser dispenses a deadly shock of energy with his life energy dealing 60/80/100/110/120 (+0.6 AP) in a 700 radius in front of him (think of xerath q but tiny with little charge), dealing damage to all enemies in it's path. If a single enemy is hit, it writhes in pain and is rooted for 1.5 seconds. If multiple enemies are damaged all targets are ministunned and receive half damage, they are additionally slowed after the minstun by 20% for 1.5s.

R : Fractured Powerstone

CD : 160s/150s/140s

Range : 700

Cost : 20% of maximum health

Effect : Venser summons an ultimate weapon, a source of power that can be charged by absorbing planar space. Venser teleports a fractured powerstone, dropping it into a radius. Upon the powerstone's impact, enemies within 400 radius of the centure of the gargantuan crystal are stunned for 0.6 seconds and take 30% increased magic damage and 20% reduced physical damage for 4s. 1 second after the stone's impact, it begins to recharge, slowing champions moving away from the stone by 50% and pulling in champions to the center that are facing the stone and ministunning them, dealing 500/600/700 true damage.


HP 400 : (+70)

HP Regen : 4.5 (+0.4)

Attack Range : 125

AD: 50.5 (+5)

Attack Speed : 0.425 (+1%)

Armor : 16.5 (+3.35)

Magic Reistance : 30 (+0)

Movespeed: 320


Venser can be potentially the strongest assassin if played well and played poorly against. Venser's kit relies on making picks and locking down enemy champions if he can get into range. Without a doubt, flash will make most of these situations possible, comboing with his dash to move a great amount to pull a target in and CC him. Venser does not require mana and may cast his spells freely, even featuring a spellvamp spell. Venser has no engage if played well against and can be bullied by strong laners because of his short ranges. And when venser makes a fast pick, an enemy can either have ample time to disengage due to his short range or take advantage of his weak fighting by bringing strong fighters, since he relies on either using everything to make a kill or react defensively. Venser should be played safely in the midlane, saving up for items that enhance his utility and movement speed to improve his ganks. Teams should generally support venser's ability to gank and top lanes might want to be taking teleport to secure him early kills on a losing bot lane in a great four man gank. Playing against venser can be tricky, but he can not use his dash to come close and grab someone, requiring that he either flash as he initiates or leave an opening as he pursues if he chooses to do so. While the best idea is of course to not be ganked, mid game he can assassinate a carry with relative ease. The best champions to pick would be grave or lucian, as they can easily avoid and duel venser. Venser requires team support to shine but in a teamfight he can lock down and deal great damage, especially with his ult. Jarvan and orianna only make his ultimate even more devastating.


Suggested items:

Core - Lich's Bane, Twin Shadows

Defensive - Liandry's Torment, Zhonya's

Offensive - Rabadon's Deathcap, Deathfire Grasp

The core is to cover his weaknesses in potential burst damage over a short time and range issues.

The defensive components are to increase his abilities as a fighter and create a consistent presence so he may farm, etc. etc.

Offensive items are offensive.


Joke "Cho'Gath? You should see a krosan cloudscraper, or a darksteel colossus, or a... you know what? Nevermind."

Taunt "Well this is a lot easier than fighting a corrupted harvester!"

Comment below rating threshold, click here to show it.


Senior Member


I'd like to participate with Eladamri, Lord of Leaves. Posting a kit soon.

Comment below rating threshold, click here to show it.


Senior Member


I'd like to enter with Thraximundar. Details later.

Comment below rating threshold, click here to show it.




I'd like to enter with Thraximundar. Details later.

I used to play a Zombie deck with Thrax, and I thought about giving him a try, but I've decided to go with Opal-eye, Konda's Yojimbo.

Comment below rating threshold, click here to show it.

NyX Reks



Is it too late to enter? I want to do Akuta, Born of Ash.

Comment below rating threshold, click here to show it.




Here's what I have for Opal-eye so far:

Opal-Eye, Konda’s Yojimbo

Role: Support/tank


Lore:(Coming soon)


Health: 435 (+85)
Health Regen: 6.8 (+ .9)
Mana: 240 (+ 40)
Mana Regen: 6 (+ .75)
Attack Damage: 45 (+ 3)
Attack Speed: .675 (+ 2.8%)
Armor: 23 (+ 3)
Magic Resist: 30 (+1.25)
Range: N/A
Movement Speed: 335


Isamaru, Hound of Konda: Opal-Eye can’t auto attack himself, but calls upon Isamaru, the Hound of Konda to aid him on the battle field. Isamaru is invulnerable and untargetable. Isamaru uses Opal-eye's AD, AS and MS and has an attack range of 125. Isamaru applies on-hit effects for Opal-eye and counts as melee. Isamaru has a leash range of 575 from Opal-eye and follows his attack target. Attack move will move Isamaru instead of Opal-eye (Unless out of leash range). Also controllable via ctrl-clicking.

Bushido: When he takes damage from any source, he returns 7%-16% (+1% per 100 armor and magic resist) (Increases .5% per level) of the damage to the attacker, before resistances.

Q: Isamaru’s Charge
Active: Opal-Eye Commands Isamaru to leap to target area, dealing 80/115/150/185/220 (+ .5 AD) physical damage to enemies in the area and stunning them for 1.5 seconds.

Mana cost: 80/85/90/95/100
Cooldown: 19/18/17/16/15
Range: 700
AoE: 125

W: Defender of the Master
Passive: 5%/5.5%/6%/6.5%/7% of damage dealt to nearby allied champions are dealt to Opal-eye instead. This passive turns off while this skill is on cooldown,

Active: Opal-Eye target’s an ally, for the next 3/3.5/4/4.5/5 seconds, the damage dealt to the target is instead dealt to Opal-Eye.

Mana Cost: 60
Cooldown: 16/15.5/15/14.5/14
Range: 850

E: Samurai's Defence
Opal-Eye gains a shield that absorbs 90/135/180/225/270 (+.7 AP) damage and lasts for 5 seconds. When Opal-Eye takes damage while the shield is up, the returned damage from his passive is increased by 50%

Mana Cost: 85

R: Aegis of the Yojimbo
Passive: Whenever Opal-eye is dealt damage, he gains 5%/7.5%/10% bonus Armor and MR for 5 seconds, this stacks 3 times, but he can only gain a stack every 2.5/2/1.5 seconds.

Active: Opal-Eye creates a wall that, when projectiles pass through it, they are slowed down by 30%/35%/40% and deal 20%/25%/30% less damage to their targets. Allies who pass through the wall are given 15%/20%/25% increased movement speed and a 150/225/300 (+ 1 AP) shield for 2.5 seconds. The wall lasts for 7 seconds

Mana Cost: 150/175/200
Cooldown: 90/80/70
Range: 450
Wall Size: 500/650/800

Quotes: (Coming Soon)


As Opal-Eye:
Opal-eye’s objective as a support is to reduce the amount of damage his AD carry takes, while reducing his own as well. This is done by making the enemies focus him. This is also achieved in lane through his W and E. This combo essentially gives his ADC a shield plus a thornmail passive. Once Opal-Eye gets his ultimate, his damage mitigation ability increases significantly. Using his passive, Isamaru, and Q, Opal-eye can effectively zone the enemies by placing Isamaru near minions and using the stop command, only having the hound attack enemy champions. The threat of the stun from his Q should deter the opposing AD carry from last hitting effectively. Using his ult to reduce incoming damage from skillshots and most ranged attacks is the most common use, but it can also be used offensively with the movement speed plus shield making engages a lot easier. After laning phase is over, Opal-eye’s main objective stays the same, protect the team’s major source of damage using W, E, and R effectively, while putting out some damage and CC through Isamaru and Q.

With Opal-Eye:
Lane mate: Opal-eye is a low damage, high utility support, as such, the AD carry will need to have more damage than an AD carry with a higher damage support. Be sure to only engage when Opal-eye can W you to tank the damage that they would do if they focused you. Once Opal-Eye hit level 6, engages will be even easier to pull off. A good idea is to run up close enough to the wall to get the shield but staying behind the wall to reduce the damage that passes through the wall. Staying behind the wall until the enemies begin to run then using the speed boost is a great way to catch the fleeing champions.

Rest of the team: In teamfights, Opal-eye will try to protect the highest damage source, helping him accomplish this will greatly increase team success. Try to use Opal-eye’s position of his ultimate to best maximize its effectiveness. Stay keep the enemies on the other side of the wall for as long as possible. Using the speed boost can help when the fight is in your favor and the enemies are fleeing.

Against Opal-Eye:
During laning phase, Opal-eye’s W has a fairly long cooldown. Try to bait out this skill then wait for it to end before engage. It is not a good idea to focus Opal-Eye during fights as his passive will hurt. If Opal-eye is using Isamaru to zone you, just stay out of its range and kill it, then continue to farm, but be wary if he has his Q off cooldown as he can stun you and resummon Isamaru. In teamfights, focusing Opal-eye is still not in your best interest. When he W’s a target, if it is their highest damage output, try focusing the 2nd most damaging member 1st, then turn to his target once the effect has worn off. When Opal-eye ults, try to go around it to dodge the decrease in damage. If he ults early enough, you can just wait out the duration before engaging for a better engage.

Suggested Items:

Starting: Relic Shield, 2 Health Pots, Sight Ward, Warding Totem
Essential: Sightstone, Face of the Mountain, Mercury Treads
Offensive: Sunfire cape, Zeke’s Herald, Iceborn Gauntlet
Defensive: Randuin's Omen, Banshee’s Veil, Locket of the Iron Solari

Opal Eye.jpg

Comment below rating threshold, click here to show it.


Senior Member


Time for my preliminary submission:

Thraximundar, the Visage of Death

Lore: The shard of Grixis is a place of horror. The home of diabolical individuals including the traitor king Sedris and the ancient planeswalker dragon Nicol Bolas, it is a diabolical hellscape where only the undead dare show themselves in the open. Terrible forces roam Grixis, with the greatest and most mysterious being Thraximundar. Thraximundar's origin is unknown so it is naturally surrounded by wild theories. Some say he is the animated remains of a fallen planeswalker. Some say he is a rising demigod of death. The truth is that the terrifying warrior assassin roams across Grixis as he pleases, holding allegiance
to no one, and slaughtering all he comes across.

In his travels across the multiverse, the planeswalker Jace Beleren happened to find Valoran and the Institute of War. Intrigued by the institution, he requested to be allowed to join the League of Legends and was asked to prove his abilities. Jace planeswalked to Grixis, subdued Thraximundar, and returned him the the Institute as proof of his magical prowess. As Jace received his league judgment, the summoners, looking for a use for their new acquisition, tested Thraximundar's combat skills on the proving grounds. Impressed by the dark warriors skills, they decided to recruit him to the League as well.

Health: 430 (+83)
Health Regeneration: 5 (+0.7)
Attack Damage: 62 (+3)
Attack Speed: 0.64 (+3%)
Armor: 18 (+3)
Magic Resistance: 30 (+1.25)
Movement Speed: 330
Range: 150


Paint the Red (Passive): Whenever Thraximundar damages an enemy champion he spills their blood. This blood creates a zone on the ground that lingers for 5 seconds. While standing in the blood Thraximundar gains 20(1)/30(7)/40(13) movement speed

Bonehacker (Q):
Passive: Whenever Thraximundar kills a minion, he permanently gains 1 attack damage.
Active: Thraximundar slices the target with his blade, dealing 20/45/70/95/120 (+80% Bonus Ad) physical damage.
Range: 150
Cooldown: 1.5 seconds

Rending Slash (W):
Active: Thraximundar cleaves his enemies, dealing 15/20/25/30/35 (+20% Bonus AD) physical damage to all enemies in a cone and rending them, dealing 5/7.5/10/12.5/15 (+10%) physical damage every 0.5 seconds for 5 seconds. Bonehacker and Thraximundar's basic attacks add 1 and 0.5 seconds to the effect's duration, respectively.
Cooldown: 20 seconds

Vicious Lunge (E):
Active: Thraximundar dashes towards the cursor, dealing 50/85/120/155/190 (+40% Bonus AD) to all enemies he passes through. If Vicious Lunge kills a unit, its cooldown is reduced to 1 second.
Range: 350
Cooldown: 8 seconds

Murderous Intent (R):
Active: Thraximundar drives himself into a murderous rage, causing his basic attacks and Bonehacker to gain 50 range and strike all enemies within 250 units of their main target. While enraged, all physical damage Thraximundar deals creates a mark on the target for one second. Any additional damage while the target is marked refreshes the duration of the mark and adds its 5/10/15% of its damage to the total, plus an additional 4/7/10 (+5% Bonus AD) for each previous instance of damage added to the mark. When the mark expires the target takes physical damage equal the damage stored in the mark.
Cooldown: 130/115/100

As Thraximunder: As an assassin, you are very squishy. As Thraximundar, your damage increases as you remain engaged on your target. Your primary goal is to punish bad positioning by singling out individual champions that may have overextended. Jump on them, kill them, and jump out before the rest of the enemy team can collapse upon you. In teamfights, dive into the center of the enemy team with your ultimate and cleave to your heart's content. Be aware that you will need your team supporting you, because otherwise you can be easily locked down and killed before you can contribute meaningfully to the fight as a whole. Whenever possible, make the teamfight a 4v5 in your favor before it starts.
Against Thraximundar: Thraximundar becomes increasingly dangerous in prolonged fights, but has no CC. Because of this, it is very easy to disengage from him with minimal consequences. Since Thraximundar shines in all-in style situations, don't engage on him just once. Hit him, pull back and wait, then hit him again once his W falls off. Since the cooldown on the W is so long, try to bait it out before going int to minimize damage taken. Items such as Zhonya's hourglass and mercurial scimitar can go a long way in preventing a substantial portion of his damage.
Allied with Thraximundar: Thraximundar's damage can carry your team to victory, but you need to support him. Since he has no CC of his own, his teammates must contribute to locking targets down for him to finish off. Since Thraximundar is so fragile, he will often need support in the form of heals or shields.

Recommended Items:
Starting: Doran's Blade, Health Potion, Warding Totem - standard ad start
Core: Mercury's Treads, Black Cleaver, Ravenous Hydra, (Entropy)
Offensive: Last Whisper, Youmou's Ghostblade, Blade of the Ruined King
Defensive: Guardian Angel, Frozen Mallet, Mercurial Scimitar

Black Cleaver - Thraximundar hits people with physical damage a lot. Keeping max armor reduction stacks on them is very cool.
Hydra, Ghostblade, BotRK - Thraximundar benefits from getting his W and R stacked up quickly through physical damage. These items offer the burst to do so. (he also loves the CDR from cleaver and ghostblade)
Entropy, Frozen Mallet - Entropy is awesome and should be available on the rift. These two items slow enemies, allowing Thraximundar to stay engaged.
Mercury's Treads, Mercurial Scimitar - CC is the bane of Thraximundar. These items let him worry about it less.
Guardian Angel - just about every assassin benefits from GA because it allows them another round of burst after jumping into a fight. Thraximundar is no exception.


Champion Selection: "I will baptize this world in blood."


  • "Lambs to the Slaughter."
  • "I feast on their terror."
  • "These rocks will be stained with their blood."
  • "This river will run red."
  • "Tonight, the forest feasts on blood."

  • "I am the herald of death."
  • "Valoran will know my strength."
  • "Will you be the next to perish, summoner?"
  • "My blade thirsts."
  • "This land is filled with prey."

Joke: "Some people think I should use more than just red. They were right, they made an excellent new shade of crimson."

Taunt: "Your life means nothing. Soon, you will be nothing."

Changelong the 1st:
  1. Bonehacker's passive gives 1 AD when Thraximundar for each minion he kills rather than .15 for any minon.
  2. Added rending slash's cooldown.
  3. Increased vicious lunge's cooldown from 5 to 8.
  4. Reduced the damage added to the mark from Murderous Intent from 100% to 5/10/15%. Added a 5% bonus AD ratio to the incremental secondary damage.