Editorial
Patch 26.16Guides & articles
Champion profiles, patch notes, mechanics and strategy. The Rift's knowledge, passed on without the fluff.
- Champion guides
Zilean, the support who cancels death
He doesn't block anything, he can't lock anyone down in melee, and yet he decides who dies and who walks back the next second. Zilean wins fights after they're already over.
- Champion guides
Wukong, the staff that hits three times
An invisibility that flips half the fights it's used in, a leap that hits three targets at once, and a cyclone that knocks everyone into the air. Wukong rarely fights one on one, even when he technically is.
- Champion guides
Warwick, the hunter who tracks blood
Lifesteal on every hit, a nose that senses anyone running low on blood, and a leap that locks his prey down for long seconds. Warwick doesn't look for the fairest fight, he looks for the weakest one.
- Champion guides
Veigar, the mage who grows with every kill
Power that never decays, a cage you cannot cross without getting stunned, and an ultimate that hits harder against enemy mages. Veigar starts weak and ends up killing in one spell.
- Champion guides
Vayne, the duelling marksman
Twenty minutes of misery, then the late game belongs to her. No carry kills a giant faster, and none suffers more before getting there.
- Champion guides
Twitch, the ambush marksman
He vanishes, he positions, and the fight starts where nobody was looking. The only carry on the Rift who picks his own angle of attack.
- Champion guides
Twisted Fate, the mage who plays the whole map
Three cards that pierce a full line, a picked card that transforms the next attack, and an ultimate that reveals the entire enemy team. Twisted Fate doesn't play his lane, he plays the game.
- Champion guides
Tryndamere, the duellist who refuses to die
The lower his health, the harder he hits. And for a few seconds, he simply cannot die. His entire game lives inside that window.
- Champion guides
Tristana, the marksman who gains range every level
She starts the game shorter than everyone else and ends it shooting from further than anyone. Survive the first fifteen minutes and the botlane belongs to you.
- Champion guides
Teemo, the poison that occupies the map
He blinds the brawler who gets close, he vanishes in a bush without moving, and he leaves a whole map mined behind him. None of it is fair.
- Champion guides
Taric, the support who wins trades up close
A targeted stun you cannot dodge, a team-wide armor aura and a heal that comes back faster every time you swing. Taric doesn't peel from range: he walks forward.
- Champion guides
Soraka, the healing and silence support
A heal that also grants armor, a free silence, a passive magic resist aura, and a heal that reaches across the whole map. Soraka doesn't win trades, she makes them unloseable.
- Champion guides
Sona, the aura and tempo support
Three melodies that never stop and an ultimate that makes a whole team dance. She does nothing spectacular, she just makes her side permanently better.
- Champion guides
Skarner, the jungler who takes one target and leaves
One button, and the enemy carry leaves his own team to finish his life in the middle of yours. Everything else in the kit exists to get you there.
- Champion guides
Sivir, the marksman who sets the tempo
A shield that swallows the spell meant to kill you and an ultimate that launches the whole team forward. Sivir doesn't win duels: she wins the fights she chose.
- Champion guides
Sion, the undead with the exploding shield
A targeted stun, a shield that detonates, and a lifesteal aura that keeps a whole team standing. The Sion of LoL Classic has nothing to do with the charging colossus you know.
- Champion guides
Singed, the tank who wins by running away
He never turns around to fight. He runs, he poisons, and at the end of the lane he's the only one still standing with four corpses behind him.
- Champion guides
Shaco, the permanent ambush
He does not win fights, he rigs them. A box planted three minutes earlier, a blink behind your back, and the target dies without ever seeing where it came from.
- Champion guides
Ryze, the short-range rotation mage
Nothing to dodge, no window to read: Ryze presses his buttons faster than you can react, and every cast shortens the next one. The mage who wins by attrition instead of surprise.
- Champion guides
Rammus, the ball that decides where the fight starts
He arrives at full speed, taunts the one player you were trying to protect, and while you hit him it's your own health bar that drops.
- Champion guides
Pantheon, the early game tyrant
A spear that pokes for almost nothing, a leap that stuns, and an ultimate that drops on the far side of the map. Pantheon doesn't build a lead: he rips one out in the first minutes.
- Champion guides
Olaf, the fighter you cannot stop
An axe to pick back up, raw damage that ignores armor, and an ultimate that makes crowd control pointless. Olaf doesn't go around problems, he walks through them.
- Champion guides
Nunu and Willump, the objective thief
One Consume at the right second and the dragon changes hands. Nunu doesn't win the jungle through duels, he wins it by taking what the other team thought was already theirs.
- Champion guides
Nidalee, the spear that crosses the map
Two champions in one body: a thrower who connects from an absurd distance, and a cat that finishes whatever the spear started. Her entire game is picking the right form at the right second.
- Champion guides
Nasus, the champion who grows
The one champion on the Rift whose power isn't read off his items but off his counter. Let him farm and he'll take a tower down bare-handed.
- Champion guides
Morgana, heavy roots and an anti-crowd-control shield
A root that crosses the lane and a shield that flatly deletes the ability the enemy team was counting on. Morgana doesn't just protect, she makes whole kits pointless.
- Champion guides
Miss Fortune, the marksman who wins lane on poke
One bullet that goes through the minion to find whoever thought they were safe behind it. Miss Fortune doesn't catch you, she wears you down until you leave.
- Champion guides
Master Yi, the blade that cleans up
A late-game assassin who forgives nothing the moment you leave him an isolated target: untouchable by damage during Alpha Strike, unkillable once he gets rolling, but reduced to nothing by the slightest crowd control.
- Champion guides
Malzahar, a death sentence on one button
A mage who doesn't need to aim to kill you. Nether Grasp nails a target in place and drains it while Malefic Visions eats the wave behind him.
- Champion guides
Malphite, the initiator who decides fights
One button, five enemies in the air, and the fight is over before it started. The rest of his kit exists so he can get there.
- Champion guides
Lux, the long-range control mage
A root that crosses half the screen and a beam that punishes from one end of the lane to the other. Lux never waits for you up close: she sentences you from range.
- Champion guides
Lulu, the support who decides who lives
Every one of her spells has two faces: a gift for an ally, a punishment for an enemy. Lulu doesn't protect her carry, she makes him untouchable for exactly as long as it matters.
- Champion guides
Leona, the support who picks who dies
Three lockdowns in one kit and enough armor to survive the answer. When Leona gets her hands on a target, the question isn't whether they die, only how fast.
- Champion guides
Lee Sin, tempo made champion
The most demanding and most rewarding jungler on the Rift: a huge early-game window, mobility that allows anything, and an ultimate that can turn a fight by kicking the right target to the right place.
- Champion guides
Kog'Maw, the siege turret of the bot lane
He does not retreat, he does not dash, he does not save himself. He extends his reach, eats through your resistances and melts you exactly where you thought you were safe.
- Champion guides
Kayle, hybrid fighter and life insurance
The only button on this roster that makes an ally immune to damage, attached to a champion who switches from melee to ranged with one activation. Kayle wins fights she had no business surviving.
- Champion guides
Katarina, the chain-reaction assassin
No resource to manage, no limit except her cooldowns. A kill resets them, and that's where everything tips over.
- Champion guides
Kassadin, the assassin who survives his own lane
He eats ten minutes of humiliation without flinching, then starts blinking into your backline and the game changes hands.
- Champion guides
Karthus, the map-wide threat
A mage who turns his own death into a damage window and can end a fight he never attended. Karthus doesn't travel to the game: the game comes to him.
- Champion guides
Jax, the late-game duellist
He dodges everything, he stuns, and he hits harder with every swing. Give him twenty minutes and nobody takes his duel.
- Champion guides
Jarvan IV, the flag-and-drag initiator
Plant a flag, pull the lance through it, and your target goes airborne. Jarvan IV doesn't just start fights, he decides where they happen.
- Champion guides
Janna, the support who cancels engages
She doesn't win fights, she decides they won't happen. One well-timed gust and the enemy engage ends airborne, facing the wrong way.
- Champion guides
Heimerdinger, the mage who builds his own lane
Nobody beats Heimerdinger on his own ground, because he manufactures that ground himself. Two turrets in the right spot and the corridor stops belonging to your opponent.
- Champion guides
Gragas, the mage who rearranges fights
A barrel that lands wherever he wants, a charge that crashes into the pile, and a final cask that sends the enemy team somewhere it never wanted to be. Gragas doesn't win duels, he decides what shape they take.
- Champion guides
Garen, the sentence of Demacia
The most straightforward fighter on the Rift: no resource to manage, a regeneration that erases poke, a silence that cuts an enemy kit dead, and an ultimate that executes a weakened target with no way out.
- Champion guides
Gangplank, the attrition and economy toplaner
No barrels, no detonations. This Gangplank shoots a pistol, eats an orange to shrug off any crowd control, and shells the map from his ship. An old-school pirate who wins by taking other people's gold.
- Champion guides
Fiddlesticks, the ambush jungler
A scarecrow parked in a bush, a second of silence on the enemy comms, and a whole team melting. Fiddlesticks isn't looking for a duel, he's looking for the moment five people stand too close together.
- Champion guides
Ezreal, the skillshot marksman
The only carry on the Rift who teleports out when it goes wrong. In exchange, he has to land every shot to exist at all.
- Champion guides
Evelynn, the assassin you never see coming
She walks unseen between camps, appears behind the lane and leaves before the tower connects. Against a team that will not buy true vision, Evelynn has no opponent.
- Champion guides
Dr. Mundo, the tank who goes where he pleases
No mana, no conditions, no complicated plan. Mundo throws his cleaver, burns through his own health bar and comes back for you twice as fast.
- Champion guides
Corki, the gunner who shells you from outside his own range
A marksman who wins trades with spells rather than autos, and who threatens half a lane from under his own tower thanks to a missile stock that refills on its own.
- Champion guides
Cho'Gath, the tank who grows with every meal
A tank who writes his own health bar by eating the game. Every Feast you land makes you bigger, harder to kill and harder to ignore.
- Champion guides
Brand, the chain-combustion mage
Set a target ablaze and his whole kit changes function: the stun unlocks, the blast spreads, the ultimate starts hunting champions. Brand doesn't cast spells, he keeps a fire going.
- Champion guides
Blitzcrank, the one-button support
One outstretched hand and the enemy botlane is down a player. The whole champion comes down to knowing when to pull, and above all when not to.
- Champion guides
Ashe, the control marksman
The most utility-heavy carry on the Rift: no escape at all, but a stranglehold of control that smothers the enemy from the laning phase to the last fight.
- Champion guides
Annie, the stun that decides everything
The easiest mage to pick up and the most punishing to face: her whole game is one instant stun, impossible to dodge, that opens a kill before the target has even reacted.
- Champion guides
Anivia, the terrain and zone control mage
A wall that cuts the map in half, a storm that freezes everything walking through it, and an egg that refuses to die. Anivia doesn't win duels, she decides where the fight is allowed to happen.
- Champion guides
Amumu, the jungler who decides the fight before it starts
A bandage that crosses half the jungle and an ultimate that stuns an entire team. Amumu does one thing, but when it lands the fight is already over.
- Champion guides
Alistar, the pure engage support
Two targeted lockdowns nobody dodges, and an ultimate that keeps him standing while he takes the enemy formation apart. Alistar doesn't win trades, he decides where they happen.
- Champion guides
Ahri, the mobile midlane mage
A charm that decides the game and three dashes to get in, kill and get out. Ahri doesn't endure fights, she picks when they start.
- Mechanics
Why your damage disappears: armor, magic resist and penetration on Classic
You bought the damage item and the target still doesn't die. Here's what actually stands between your number and their health bar, and which item to buy about it.
- Patch notes
Patch 26.16: three ninjas, and a Rift that pays differently
Akali, Kennen and Shen arrive on energy, a mode that had none. Underneath that, the gold and jungle changes quietly reshape who gets ahead and how fast.
- Patch notes
LoL Classic is live, patch 26.15
League of Legends Classic has opened the Rift with patch 26.15. Here's what waits for you, and why it's only the beginning.
- Council
How the Council works, and why your vote actually moves the Rift
Classic is balanced by ballot, not by a patch team. Here's how the Council works, what it can reach, and how to be ready when the first one opens.