[Champion Concept] Tricky, The Trap Master
Name: Laurence "Tricky" Nix Role: Melee Support/Assassin, Jungler Origin: Bandle City
Laurence Nix is a yordle who traps bountied targets to sell live for profit across Runeterra. He'll hunt for targets from Poros of unusual size, to escaped prisoners, to the creatures of the void. He has an entire arsenal of different traps for different situations.
Passive - Trick: Every two skills used by Tricky causes his next basic attack to taunt an enemy for 1(+0.08 per level) seconds, causing them to follow him and basic attack him (for reduced damage) for the duration.
Q - Elemental Trap: Upon first activation, four markers will appear over Tricky's head. Each marker represents a different element and effect for the trap he will place upon second activation. The trap is placed where he is standing upon second activation. All traps do some damage and are fully visible. Fire: A fire trap will cause enemy champions or jungle monsters who step on it to burn, dealing [X] magic damage per second to the enemy for a few seconds. Ice: An ice trap will cause enemy champions or jungle monsters who step on it to freeze in place, stunning them and slowing them after the stun ends. Lightning: A shock trap will cause any enemy who steps on it to take damage that chains up to 6 times to nearby enemies. Wind: A gust trap will cause any enemy who steps on it to be knocked up. The effect can hit enemies close to the trap as well as the enemy who triggers it.
W - Repellant/Lure: Allows Tricky to place a lure onto any trap (including allied traps, and enemy traps), which charms enemy champions and jungle monsters who come close to the trap. Placing a second lure onto a trap will cause it to become repellant, fearing enemies who come close instead. (Enemy traps will still hurt allies, and do not hurt enemies, only cause charm/fear effect)Enemies who have been affected by Lure recently cannot be reaffected by a second Lure, but can be affected by Repellant-- the same goes in reverse. If two separate Tricky players use this ability on one trap, it turns into a repellant for the one who used the ability last on the same trap. Additionally Tricky's traps now have trackers on them, granting vision of targets who trigger his traps. (Does not affect allied traps)
E - Auto Snare: Tricky plants a trap at a target location within range which, after a two second delay, arms itself and charges at enemies who come near it. On hit, the trap will deal physical damage and snare the target hit. If this trap is stepped on before it arms itself, it will be disarmed and have no effect.
R - Elaborate Setup: Tricky links nearby traps together using a rope trap. If an enemy steps over the rope, or triggers one of the traps, the traps linked will all fly towards the target and trigger, dealing all of their effects. Tricky can link up to three separate traps this way. The rope used is stealthed, but the traps are still visible. If tricky links an Auto Snare trap with a non-mobile trap and it moves out of range of the linked trap, the link will be broken (the link will move with the trap until it breaks or is triggered). Tricky can only select two targets per use to link, so a triple linked trap requires two uses of Elaborate Setup to do. Elaborate Setup can be used on allied traps, as well as his own.
Tricky's traps are normally not considered projectiles, but when Elaborate Setup is triggered, traps flying towards a target ARE considered projectiles and can be blocked by abilities that do so. None of Tricky's traps stealth themselves. Each trap type has a separate look: Fire traps have a red gem in the center, Ice traps have a blue gem in the center, Shock traps have a yellow gem in the center, Gust traps have a green gem in the center, Auto Snare traps have a blinking purple light in the center. Enemy Tricky traps can be determined by a slight red tint.
Utilizing your position between your enemy, you, and your traps is critical. If you do it wrong you're going to have a bad time. However, if you do this correctly and are able to lead enemies into stepping over your traps with well placed repellants and lures, your taunt, and general baiting, it'll be a swell game for you. Unlike most melee champions, tricky doesn't do well if he just charges in without a second thought and requires planning. If you can set up a grouping of traps in a place where your enemy may run to during a gank, even out of your own lane, you'll have assisted or even gotten yourself a kill as doing so blocks off a path for the enemy to pass through. Tricky can be used effectively as both a support for his teammates, and a solo champion as he can lock down even multiple opponents by himself if he plans correctly.
Combinations utilizing Elaborate Setup: (assuming all traps hit the target) Fire and Ice- Using a single Fire trap and a single Ice trap together causes the target to be stunned for a shorter duration than a single ice trap on its own, burn, and be slowed after the stun ends. Fire and Fire- Using two Fire traps causes double the burning damage. Ice and Ice- Using two Ice traps extends the stun, but does not extend the slow. Shock and Shock- Using two Shock trap still chains to 6 targets per trap (potential 12 targets), and essentially does double damage. Gust and Gust- Same effect as one trap, increased width of knock up effect to increase possible amount of targets hit. Ice and Gust- Using one Ice trap and a Gust trap causes the targets affected by the Gust trap to be frozen and slowed. Gust and Fire- Causes the targets affected by the Gust trap to burn. Gust and Shock- Causes all targets affected by the Gust trap to shock each target once and each shock bounces once to another target. Shock and Ice- All targets affected by Shock are frozen and slowed. Shock and Fire- All targets affected by Shock also burn. Shock, Shock, Shock- Hits up to 18 targets, can bounce between targets already hit. Fire, Fire, Fire- Does 3x the burn to a single target. Ice, Ice, Ice- Freezes for "Ice+Ice" amount, and has increased slow. Gust, Gust, Gust- Has enough width to fill a lane from side to side, increasing possible targets hit. Gust, Gust, Fire/Ice/Shock- Does normal burn/freeze/shock + Gust and Gust width. Fire, Fire, Gust/Ice/Shock- Does normal knockup/freeze/shock + 2x burn damage to targets affected. Ice, Ice, Gust/Fire/Shock- Does normal knockup/burn/shock + increased stun to targets affected. Shock, Shock, Fire- Does normal burn damage + Hits up to 12 targets. Shock, Shock, Ice- Does normal freeze and slow + Hits up to 12 targets. Shock, Shock, Gust- Normal knockup width + bounces twice to targets affected by Gust and can bounce between targets already hit. Gust, Fire, Ice- Freezes all affected by Gust for reduced duration and slows after stun, as well burning all targets affected. Fire, Ice, Shock- Freezes all effected by Shock for a reduced duration and slows after stun, as well burning all targets affected. Fire, Shock, Gust- Burns all targets ONCE affected by both Shock and Gust, shock bounces between targets once who are affected by Gust. Ice, Shock, Gust- Freezes all targets ONCE affected by both Shock and Gust, Shock bounces between targets one who are affected by Gust, slows after Freeze ends. Auto Snare/Allied traps- There are no bonuses for Auto Snares, or Allied Traps, only elemental mixes.