[Champion Concept] Haluk, the Tamed Wire
Before we start I'd just like to remind you this is WIP, and my first champion concept. Later I will add longer, more detailed version of lore, enemies, emotes, quotes, technical numbers, Stats. Everything that's missing atm. Most things you see could be changed, but please give feedback on the lore or kit. I will listen. When voting, pleas explain why you chose what you did. Thank you!
Role: AP Jungler, Primary-assassin, Secondary-mage.
Haluk grew up in the slums of Demacia, and was taken into the military at a young age. He had an uncanny skill with wires and traps. To this day he strives as a special ops infiltrator, setting up deadly enchanted traps in enemy territory.
Friends:
-Taught by Quinn to survive deep in the enemy lines.
- More of a one sided friendship, Haluk has seen her a couple times and has a mini crush on her.
Haluk is a ranged mobile jungler who is very squishy, and has long cooldowns. He uses magically enchanted wire with small blades connected at the end of the wires. For his auto attack, he throws a blade with a small wire trailing behind. His wire glows gold. He is very mana reliant, and uses ability power. He is good at zoning his own jungle with his R, and chasing enemies and getting out of combat easily.
Passive: Trailing wires Trailing Wires: Haluk's attacks leave a wire on enemies, which trails a short distance behind them for a few seconds. Haluk and his allies can see this trail, even in the fog of war. -Think of Nocturne's Q, but the the trail remains a short, set distance -If an enemy is escaping after a fight this trail may help you track your down your prey. -The effect doesn't last long, so you'll have to continually attack them to be able to trail them for a while. This can be hard at times.
Q: Barbed Tether Haluk throws out a wired blade, attaching to the first champion the blade hits. A golden bond connects Haluk and the target. This can be reactivated up to two more times with a short delay between each cast before going on cool down (He is timed on this, if he doesn't reactivate it 2 times in a short period of time it will go on cool down). If the enemies don't leave a set range then After a couple seconds, the bonds explode. All enemy champions who have bonds on them are slowed for a short duration, take medium magic damage, and create a small AOE magical damage effect around them. _-The skill shot has a medium range, and enemy champions can leave the bond range (think of karma's E i believe, enemies can escape the bond) -Main damage ability -Will probably have around a 12-17 second cool down -Best used when enemies are in clumps, enemies not targeted by bonds can be damaged by multiple AOE bond explosions. -This can be used in a team fight, or to get away. If multiple enemies are chasing you, just use this on as many as you can. They will be forced to either walk back to get rid of the bond, or if they stay they will get slowed. -Large mana cost _ W: Tug Away Haluk throws a wired blade, but it can only encounter walls. when it encounters a wall, it will stay there for 10 seconds. Haluk can reactivate this ability to get pulled back to the initial landing wall of the ability. -you can see a smaller bond between haluk and the location of ability -good escape, Haluk is squishy and if caught without this will be easily eliminated. -If the Haluk reactivates but there is a wall in front of the initial landing of this ability, he will go through that wall. -Haluk can't go too far from the landing location of the ability, or it will disappear. -The distance of being able to go away from the landing spot will increase a little bit every time you level up this ability -You can also throw the ability to hit a wall in front of you, this can be used to catch up to an enemy -This will probably have a 20-25 second cool down, but stacks up two charges. And a 5 second delay between being able to cast each time if you have two stacks.
E: Enchanted Weapons (passive) Haluk's basic attacks deal extra physical damage. _-The damage amount won't be tons, but big enough to make a decent difference once maxed -You can choose to go Haluk as an ad basic attack champion with this passive combined with his other one, It will make Runaan's Hurricane very effective. With mana problems early on and long cool downs on abilities this can be a viable option, but not as strong (imo). _ R: Field of Snares (Temporary Name) Haluk Places a trap of wires that is connected between two walls. It can hold two charges. It is invisble but can be seen by sweeping lens or a pink ward. It sits there, lasting 10 minutes. Once an enemy champion walks into it. It becomes visible in a flash of light. The first enemy champion in it is stunned, is revealed, and takes a burst of damage. Other champions in it are slowed and takes minimal damage as they stand in it. The trap lasts 5 seconds after being activated. _-This requires two walls to put down, but the walls can't be super far apart. It can be placed most places deep in the jungle, in the entrance of Dragon and Baron pit, and some entrances to lane (EX. entrance to bot lane below tri-bush. Places like that). -Long cool down, I'm talking 80-60 seconds for a charge. If you have two charges there is a delay between casts. Like 10-20 seconds. _
**Looks/Visual:**I'm thinking black hair down to his neck, slightly messy. Two giant spools of wire on his back with a wooden capsule of a sort. Just walls, not straight, but curved with blue patterns. Two gaps on the sides of the wooden walls where he can pull the wire from. He wears leather gauntlets with a metal V with the V pointing down to the hand. He wears a leather shirt, with his right sleeve cut off. He wears a leather pauldron on his right though. Varius steel and golden dye patterns on his leather shirt. Cloth pants with a belt which contains blades on it. Elaborate leather boots with curvy golden patterns. Red face paint line under his eyes.
Jungling: Starting blue would be the best choice for Haluk. You would probably start with your E, since it gives decent damage but doesn't require mana. Strong jungle items could be
for slowing enemies, allowing you to easily continue attacking enemies to keep your trailing wires passive on them active.
Is another viable option for early game and a little bit in the mid game. Smiting monsters will let you regain mana and HP easily. As for enchantments, it depends on what you're going for. Magus will give you AP and CDR for your abilities. Devourer would be good if you're going AD.
**R Placement:**You can place your R in entrances to your ally's lane, so that if the enemy jungler tries to gank, they will be stopped and your ally sees them, allowing them to retreat. You can also place the R in your jungle to stop the enemy jungler from counter jungling you. Placing it at baron or dragon will tell you what the enemy is trying to do, and you can stop them. These can also help start team fights, dealing damage and cc-ing the enemies, making them a weak target for your team. After placing an R you can use your W to escape without being seen or get back into clearing jungle camps.
**Ganking:**Haluk's W can be used in ganks. If you can hit the wall close to whoever your ganking, you can quickly pull towards them and use your Q to slow them while doing decent damage, and then you can kite and AA the enemies.
Skin Idea: Swamp Monster Haluk. He would have mossy, murky clothes and all of his wires would be swampy vines and he is covered in mushrooms and stuff. It could also be Swamp Trapper where he isn't really a monster, but yeah. His particle effects would be dark green instead of golden.