Game directory
Find by name, position or way of creating value. Combine filters until the champion fits the game you want to play.
173 champions

Aatrox is a juggernaut who wins by occupying close-range space, sustaining through champion damage, and turning a controlled extended fight into a carry threat.

Ahri is a burst mage who wins by controlling mid priority, threatening Charm from useful angles, and deleting or displacing a vulnerable target before the fight becomes a front-to-back brawl.

Akali is an energy-based AP assassin who wins by isolating a vulnerable target, creating Assassin's Mark, and converting the ring's exit into an empowered attack before repositioning.

Akshan is a mobile marksman-assassin who wins by converting mid priority into side-lane pressure, selective swings, and high-value Scoundrel kills.

Alistar is a primary vanguard who converts proximity into forced movement, crowd control, and time for his team to follow.

Ambessa is a melee diver who converts ability casts into movement, attack reach, and energy refunds through Drakehound’s Step.

Amumu is a mana-based vanguard who wins by reaching several enemies, applying Cursed Touch, and holding them in his area damage and crowd control long enough for magic damage allies to finish the fight.

Anivia is a mana-based battlemage who wins by turning a small area into a slow, damaging zone that the enemy cannot cross comfortably.

Annie is a burst mage who converts a controlled spell count into a sudden pick.

Aphelios is a scaling marksman whose decisions are governed by Alune's five-weapon queue.

Ashe is a marksman whose damage and control are tied together by Frost Shot: attacks slow targets and deal increased damage to them.

Aurelion Sol is a scaling battlemage who converts safe damage and enemy deaths inside Singularity into permanent Stardust.

Aurora is a mana-based burst mage with assassin access: she wants to create priority, approach from an unexpected angle, and convert Q damage, E slow, and R’s area control into one decisive target deletion.

Azir is a mana-based Specialist who converts time and space into damage through Sand Soldiers.

Bard is a roaming catcher who converts movement into picks, protection, and unusual approach angles.

Bel'Veth is a jungle skirmisher who converts selected takedowns and large-monster kills into permanent attack-speed stacks, then uses Void coral to transform through Endless Banquet.

Blitzcrank is a catcher who turns one exposed step into displacement, a knock-up, and a numbers advantage.

Brand support wins by turning grouped enemies and contested space into a damage puzzle: apply Blaze, amplify it with W or spread it with E, then reach three stacks for an unstable detonation that punishes anyone standing nearby.

Braum is a warden who turns enemy access to your carry into a punishable commitment.

Briar is a primary diver who converts health risk into pressure.

Caitlyn is a ranged marksman who wins by converting lane control into safe physical DPS, turret pressure, and prepared objective fights.

Camille is a mana-based diver who wins by choosing a target, reaching it through a wall with Hookshot, and isolating it with Hextech Ultimatum while her team follows.

Cassiopeia is a mana-based battlemage who wins by keeping enemies poisoned, then converting that poison into repeated Twin Fangs for sustained damage and healing.

Cho'Gath is a mana-based top-lane specialist who turns reliable unit kills into Health and Mana through Carnivore, then uses that durability to control space.

Corki is a mana-based marksman who converts basic-attack damage partly into bonus true damage, then adds mixed area damage and armor/MR reduction through Gatling Gun.

Darius wins by making close-range fights longer than the opponent can tolerate.

Diana is a mana-based AP diver who wins by creating reliable access to clustered or exposed targets.

Dr.

Draven wins by stacking Adoration through farming and axe catches, then cashing it in on kills to spike gold.

Ekko jungle is a mana-using assassin who converts fog, tempo, and delayed threat into a short burst on one target.

Elise is a two-page script read in order.

Evelynn is a mana-using assassin who converts patience and fog into single-target access.

Ezreal is a mana-based marksman who wins by dealing sustained damage from range while repeatedly landing spells.

Fiddlesticks is a jungle specialist who converts unseen preparation into fear, area damage, and sustained drain.

Fiora is a mana-using skirmisher who wins through selected close-range duels, not indiscriminate front-to-back damage.

Fizz is a mana-based AP assassin who wins by creating a short, unfair contact window against an isolated target.

Galio is a mana-based mid-lane warden with vanguard tools: he absorbs or interrupts a committed threat, then turns an ally's position into a counter-engage point.

Gangplank is a mana-using top-lane specialist who turns safe farming into delayed area threat.

Garen is a resource-free juggernaut who wins by converting short, repeatable contact into a durable health and pressure advantage.

Gnar is a Specialist built around Rage: he alternates between mobile Mini Gnar and durable Mega Gnar, and his next ability at maximum Rage triggers the transformation.

Gragas is a vanguard jungler who dictates fights with Body Slam stun and Explosive Cask displacement.

Graves is a Specialist with a marksman damage pattern: he turns jungle income into close-range physical pressure, fast camp access, and short, punishing skirmishes.

Gwen is a mana-using top-lane skirmisher who wins by staying in close range long enough to layer A Thousand Cuts, repeated Snip Snip!

Hecarim is a mana-using diver who converts bonus Move Speed into Attack Damage through Warpath, then turns that approach speed into disruption and sustained close-range damage.

Heimerdinger is a Specialist who wins by turning selected spaces into hostile workshops.

Hwei wins by turning distance, wave control, and spell selection into layered area pressure.

Illaoi is a mana-based juggernaut who turns nearby impassable terrain into a threat zone.

Irelia is a mana-based diver who converts a prepared wave into access.

Ivern is a catcher-support jungler who converts jungle time into a different economy: he creates groves, waits for them to mature, then frees camps for gold and experience without fighting the monsters.

Janna is an enchanter whose value comes from making an allied damage dealer harder to reach and more effective when the enemy commits.

Jarvan IV is a mana-based diver who converts a prepared angle into immediate access: Demacian Standard creates the flag, Dragon Strike can pull him to it and knock enemies up, Golden Aegis slows nearby enemies while shielding him, and Cataclysm creates an arena around a target.

Jax is a close-range skirmisher who turns time in combat into threat: Relentless Assault rewards consecutive attacks, Grandmaster-at-Arms adds a repeated-attack damage pattern and temporary defenses, and Counter Strike lets him challenge basic-attack damage before stunning nearby enemies.

Jayce wins by controlling distance and changing the fight before it starts.

Jhin is a marksman who converts controlled distance, ammunition timing, and team setup into bursty long-range damage.

Jinx is a crit-scaling hypercarry built on one contract: preserve resources now, win later.

K'Sante is a defensive top-lane anchor who turns enemy engage into value for his team.

Kai’Sa is an upgrade-driven marksman who turns farm and purchases into stronger basic spells, then converts safe attack uptime into increasing Plasma damage.

Kalista wins by turning repeated attacks into a timing advantage.

Karma is an enchanter with unusually early influence: Mantra is available from level one, and her damaging abilities reduce its cooldown.

Karthus is a mana-based battlemage jungler who converts uninterrupted clears into area damage, objective pressure, and cross-map threat.

Kassadin wins by denying early deaths, then using Riftwalk to appear from fog and delete isolated carries.

Katarina is a resource-free mid assassin who wins by reaching dagger pickups and converting one takedown into dramatically reduced remaining cooldowns through Voracity.

Kayle scales through Divine Ascent, converting fragile short-range early play into ranged DPS with AoE autos.

Kayn is a terrain-skirmisher who converts jungle tempo and champion contact into a transformation decision.

Kennen is a resource-limited specialist who converts lane pressure and fog-of-war movement into marked targets, then turns a grouped enemy formation into a stun threat.

Kha'Zix is a mana-using assassin jungler who converts fog and enemy separation into isolated-target kills.

Kindred is a ranged jungle specialist whose economy is split between camps, marks, and safe sustained damage.

Kled is a top-lane skirmisher who wins by turning controlled aggression into a two-stage fight.

Kog'Maw is a backline marksman who wins by converting time, safe attack range, and frontline protection into sustained damage.

LeBlanc is a mana-based burst mage with an assassin's access pattern: mark a target with Sigil of Malice, trigger it through another ability, and use Distortion to reach a threatening angle before returning to safety.

Lee Sin is an Energy-based diver who turns early jungle tempo into short, decisive skirmishes.

Leona is a mana-using vanguard who wins by turning one reliable entry into layered crowd control and allied damage.

Lillia is a mobile skirmisher who repeatedly tags champions and monsters with Dream Dust, gains movement speed by hitting enemies with spells, and circles the edge of fights.

Lissandra is a burst mage who converts wave control and fog access into short, decisive lockdown.

Locke is a mana-based mid assassin who converts target damage into execution pressure.

Lucian is a marksman who converts ability casts into immediate attack tempo.

Lulu is an enchanter who turns one ally into a harder-to-kill, faster damage source while disrupting the enemy's first threat.

Lux support wins by turning safe range into controlled burst and protection.

Malphite is a primary vanguard who wins by turning a prepared position into a decisive engage.

Malzahar is a mana-based battlemage who converts controlled wave pressure into sustained spell windows and targeted suppression.

Maokai is a vanguard support who wins by turning terrain and approach routes into controlled engage zones.

Master Yi is a mana-using skirmisher who converts time, repeated basic attacks, and safe target selection into a reset-driven fight.

Mel is a burst mage played from the bottom lane who converts repeated safe hits into a delayed execution.

Milio is an enchanter who turns an ally's successful contact into more threat through Fired Up!, then extends that threat with shields, movement speed, healing, and extra attack range.

Miss Fortune is a ranged marksman who converts safe spacing into repeated physical damage, lane pressure, and objective threat.

Mordekaiser is a juggernaut who wins by turning repeated contact into a sustained threat.

Morgana is a catcher who wins by making one enemy unable to participate.

Naafiri is a jungle assassin built around directing a pack onto a reachable target, then using E to reposition and fully heal the packmates before the next exchange.

Nami is a mana-limited enchanter who converts spell hits into tempo: Surging Tides gives movement speed when her abilities affect allies, E turns an ally's next basic attacks and spells into slowed, bonus-damage pressure, and W can shift value between healing allies and damaging enemies through its bounces.

Nasus is a scaling juggernaut whose economy is built into Siphoning Strike: every target he last-hits with Q increases the value of future Qs.

Nautilus is a mana-based vanguard who wins by making one enemy unable to move, then giving his team a simple target.

Neeko is a burst mage with catcher tools: she wins by making the enemy misread her position, then turning a root or nearby Pop Blossom into a pick or a favorable fight.

Nidalee is a specialist jungler who turns information and range into tempo.

Nilah is a melee-range skirmisher in bottom lane who converts safe last-hits into an experience advantage, then uses close-range mobility and defensive timing to win extended fights.

Nocturne is a mana-based jungle assassin who converts farm and information into sudden isolation kills.

Nunu & Willump is a vanguard jungler who turns movement, terrain, and objective timing into forced decisions.

Olaf is a primary diver who wins by turning access into an extended close-range fight.

Orianna is a mana-based burst mage whose damage and control are organized around the Ball.

Ornn is a mana-based top-lane vanguard who wins by turning safe lane income into reliable engage and team durability.

Pantheon support is a mana-based diver who creates short, decisive numbers advantages.

Poppy jungle is a defensive controller who converts enemy movement into safe fights.

Pyke is a mobile catcher who converts fog, lane priority, and isolated targets into picks.

Qiyana is a mana-based mid assassin who converts lane control into short, lethal entries.

Quinn is a top-lane specialist who converts controlled lane pressure into information, fast rotations, and isolated punish windows.

Rakan is a catcher who turns fog, wave priority, and enemy movement into a short numbers advantage.

Rammus is a mana-using vanguard who converts defensive stats into threat.

Rek'Sai is a tempo diver who turns jungle information into short, decisive engagements.

Rell is a mana-using vanguard who wins by creating a short, decisive entry for nearby allies, then denying the enemy's formation.

Renata is a reactive enchanter with catcher tools: her attacks mark enemies for allied follow-up, E shields allies while damaging and slowing enemies, Q creates a root or displacement, and Bailout turns an ally's imminent death into a takedown race.

Renekton is a top-lane diver who converts Fury into short, forceful windows: close distance with Slice and Dice, lock a target with Ruthless Predator, and use Cull the Meek or Dominus to survive the return damage.

Rengar is a jungle assassin-diver who turns brush control, Ferocity management, and isolated targets into sudden picks.

Riven is a resource-free skirmisher who wins through timing, short-range ability cycles, and Runic Blade charges converted into empowered basic attacks.

Rumble is a top-lane battlemage who wins by occupying close-range space with sustained cone damage, short defensive movement, slows, and a long zone from The Equalizer.

Ryze is a mana-scaling battlemage who turns repeated spell cycles into sustained damage and control.

Samira is a marksman who converts close-range access into sustained damage and explosive fight continuation.

Sejuani is a Vanguard jungler who wins by entering first, locking one target, and giving nearby allies time to deal damage.

Senna is a ranged marksman-support who turns nearby deaths into Mist, building attack damage, range, and critical chance while contributing healing, roots, camouflage, and a global shield-and-damage ultimate.

Seraphine support is a burst mage who turns spell cycles into area threat, then amplifies nearby allies through shields, haste, healing conditions, and follow-up range.

Sett is a close-range juggernaut who wins by walking into the fight, absorbing damage as Grit, and converting it through Haymaker's shield and punch.

Shaco is an assassin jungler who converts information gaps into isolated kills and objective control.

Shen is a top-lane Warden who turns distance into protection.

Shyvana is a jungle juggernaut who turns monster and takedown income into Scalemail defenses, then converts that durable economy into close-range pressure.

Singed is a specialist who turns movement, terrain, and pursuit into damage.

Sion is a mana-based top-lane vanguard with a warden option: he wants to control space with charged Q, shield-and-detonate W, and E setup, then use R to create a reachable entry for his team.

Sivir is a marksman who turns lane priority into reliable wave control, then converts safe attack uptime into team movement and structure pressure.

Skarner is a mana-using vanguard who wins by reaching a useful angle, controlling space with W's shield, earthquake and slow, then converting E's terrain collision or R's suppression into a numbers advantage.

Smolder is a scaling marksman whose passive, Dragon Practice, turns ability hits and Super Scorcher Breath takedowns into stacks that increase his basic-ability damage.

Sona wins by turning repeated safe spell usage into permanent Accelerando progress, then converting her auras into sustained ally damage, healing, shielding, movement speed, and a decisive Crescendo window.

Soraka wins by extending her team's time alive: Starcall can restore her health when it connects, Astral Infusion converts her health into an ally heal, Equinox controls an area with silence and a delayed root, and Wish restores health to herself and all allied champions.

Swain is a battlemage support who turns controlled contact into durability and extended-fight pressure.

Sylas is a mana-based melee skirmisher with burst-mage access: he wants to reach champions, chain spells with Petricite Burst attacks, and use Kingslayer to turn a close fight through healing.

Syndra is a burst mage who converts lane control into a threat zone.

Tahm Kench is a primary Warden: he wins by making an enemy dive fail and keeping one valuable ally alive long enough for sustained damage to take over.

Taliyah is a mana-based battlemage who wins by controlling space over time rather than gambling on one burst rotation.

Talon jungle is a mana-based assassin who converts route choice and fog into fast access to fragile targets.

Taric is a primary Warden who wins by making an allied carry or diver difficult to remove.

Teemo is a top-lane specialist who wins by making short windows expensive.

Thresh wins by turning fog control into picks (Q → Flay → Box) and by rewriting fights with Dark Passage saves.

Tristana is a scaling marksman who turns range growth, explosive wave pressure, and short attack-speed windows into structure and teamfight damage.

Trundle is a mana-using top-lane juggernaut who wins by turning a chosen area into a bad place to contest.

Tryndamere wins by converting Fury, health management, and sustained close-range damage into a side-lane threat.

Twisted Fate is a burst mage who converts lane priority into map pressure.

Twitch is a marksman who converts patience, hidden movement, and sustained attacks into a sudden damage window.

Udyr is a mana-using juggernaut who wins by reaching a fight, choosing the stance that answers it, and staying in contact long enough for repeated attacks and sustained damage to matter.

Urgot is a mana-using juggernaut who wins by turning close-range access into sustained physical damage.

Varus is a ranged marksman who wins by controlling the distance to the wave, building pressure with attacks, and converting Blight with Q or E.

Vayne is a marksman who converts safe attack time into lethal sustained damage.

Veigar is a burst mage who turns safe spell hits, Baleful Strike last hits, and takedowns into permanent Ability Power through Phenomenal Evil Power.

Vel'Koz is a long-range artillery support who wins by controlling approach paths, layering repeated ability hits, and triggering Organic Deconstruction after three ability-hit stacks for a burst of true damage.

Vex is a burst mage who wins by controlling approach angles, punishing dashes, and converting one accurate spell hit into a feared target and a full rotation.

Vi is a mana-based diver who wins by reaching a valuable target, applying Denting Blows through repeated punches, and surviving the opening with Blast Shield.

Viego is a primary skirmisher jungler who wins by turning one completed takedown into a new combat state.

Viktor is a mana-based battlemage who converts reliable farming and enemy kills into Hex Fragments, then permanently augments his abilities at each 100-Fragment breakpoint.

Vladimir is a battlemage who converts health and time into sustained area damage, healing, and durable close-range pressure.

Volibear jungle is a mana-using juggernaut who turns repeated contact into pressure.

Warwick is a sustain diver who converts enemy health loss into movement speed and attack speed, with stronger Blood Hunt bonuses as the target becomes more wounded.

Wukong is a mana-based diver who wins by entering through Nimbus Strike or Warrior Trickster, building Stone Skin value while fighting, and using Crushing Blow to make the target easier for the follow-up to damage.

Xayah is a sustained-DPS marksman whose damage becomes safer and more threatening when she turns ability casts into a field of Feathers.

Xerath is an artillery mage who converts distance, wave priority, and prepared sightlines into repeated magic damage.

Xin Zhao is a close-range diver who converts a marked target into reliable access.

Yasuo is a primary skirmisher who turns movement and nearby enemy units into repeated close-range threats.

Yone is a primary skirmisher who converts repeated close-range access into sustained damage, shields, and a forced return through Soul Unbound.

Yorick is a juggernaut who converts lane economy into an advancing side-lane threat.

Yunara is a mana marksman who converts safe attack time into mixed sustained damage.

Yuumi is an enchanter whose win condition is making one ally more difficult to kill and more effective over an extended fight.

Zaahen is a mana-using fighter-assassin skirmisher who turns attacks and abilities against champions into Determination, gaining Attack Damage and, when the state is filled, stronger power with a possible revive.

Zac is a primary vanguard who converts fog, terrain and enemy overextension into multi-target disruption.

Zed is an energy-based assassin who wins by creating a temporary angle on an isolated squishy target, then using Living Shadow to threaten damage and repositioning.

Zeri is a scaling marksman whose attack pattern is unusual: her attacks deal magic damage and are treated as Abilities, while Burst Fire is an Attack that sends seven rounds.

Ziggs is a mana-based artillery mage who wins by controlling space from range, chipping opponents before they can engage, and converting a pushed wave into turret pressure.

Zilean is a specialist who converts time into action: stored experience can create an unexpected level-up, Time Warp changes who can reach or escape, and Chronoshift turns a lethal engage into a possible second life.

Zoe is a burst mage with artillery reach: she wants to create an unexpected E angle, mark a target with Sleepy Trouble Bubble, then make the first damage that breaks sleep count through the doubled hit and reduced Magic Resist.

Zyra turns patches of ground into contested territory.