The Story of Locke
Corvin Locke didn’t pick up exorcism by choice so much as have it handed to him. He was reared by Demacian occultists who prized secrecy and excused their own conduct, and as a child he watched grown adults deceive others about the evil they swore they were fighting for the public good. Leaving that home did not switch off his instinct for spotting hidden corruption. From those years he drew an unsettling lesson: demons don’t manufacture the worst in people, they simply feed on what is already festering inside.
Locke meets this conviction with a plain, repeated answer: drag the rot into the open, soul after soul, so the world grows a little more truthful whether or not it asks for that. He pursues this with tools built for direct confrontation rather than finesse.
- Silver Stake — his strikes hit harder against foes already near death, favoring constant pressure over patience.
- Ritual Nails — his thrown Soul Nails mark targets that he can later consume for bonus damage.
- Soul Ignition — a painful surge of Attack Speed and Move Speed that drains his health at the start and restores part of it gradually.
- Ashen Pursuit — a dash fused with a teleport, letting him close the gap before anyone can prepare.
- Purgatory — a binding relic that can outright execute weakened enemies and grows stronger with each champion it imprisons.
He no longer answers to any one nation, roaming Runeterra at large instead of the kingdom that reared him and lied to him in the same breath. Other drifters serve no crown either, from Aatrox to Bard, each freed from any throne’s command. For Locke, the distance itself is what matters: the farther he rides from Demacia’s version of events, the more plainly his own banned rites reveal themselves. It is a solitary existence, yet Locke appears to have accepted the bargain.
GalleryLocke Art


