Terrell, the Silencer
Terrell, the Silencer
Role: Assassin
AA Range: 175 (Melee) Weapon: A pair of daggers.
Secondary Bar: Energy
Lore:
Have you ever hated someone so much that you wanted them to disappear? Does someone you know, know something that you wished they didn’t know? Did anyone double cross you? If you really want someone gone, Terrell is the right man for you. For a reasonable fee, he can silence your enemies and cover up his tracks. It will be as if your enemies never existed.
Have you ever wanted evidence destroyed? Do you have anything that you wanted to hide? Did you want something important delivered to someone else? If you need anything embarrassing or incriminating to vanish, then Terrell is the right man for you. After proper payment, all those items will be wiped clean out of your view. There will be no blood on your hands… and anywhere else.
Terrell is adept at cleaning up predicaments and messes, maybe because he’s a germaphobe. Terrell is responsible for Runeterra’s biggest coverups. There has only been one person who eluded Terrell and that person knows one of Runeterra’s darkest secrets. That person is currently trying to share his secrets but mostly everyone considers that person as a crazy conspiracy theorist. Terrell is currently trying to hunt down and silence that person before that person manages to convince a powerful person of the conspiracy.
Terrell wears a long coat that covers most of his body and a top hat and has dark skin. Terrell has dark energy exuding from his coat sleeves and the leg openings of his pants. This dark energy reeks of shadow isles but nobody knows how or why he has them because all the witnesses mysteriously vanished.
You believe me, right?
Champion select quotation: “What are we covering up today?”
Passive: Without a Trace:
Terrell’s auto attacks and abilities cannot be heard by all enemies and apply a mark on enemy champions for 5 secs stacking up to 5 times. When an enemy champion has 5 stacks of the mark, they become lost* for 4 secs.
*Lost: All allies of the lost target lose vision of the lost target. Allies of the lost target also cannot hear the auto attacks, abilities, and pints of the lost target. Terrell’s Auto attacks and abilities used on a lost target refresh the duration of Lost.
“Your friends can’t hear you.”
Q: Dagger Throw:
Terrell throws both his daggers in a target direction as a linear non pass through dual skillshot* dealing physical damage and slowing them by 70%. It is possible for an enemy to be hit by both daggers or just one of them depending on the size of the enemy and how they move. The enemy hit by both daggers take half damage from the second dagger. Each dagger applies a stack of Without a Trace.
Damage: 60/ 90/ 120/ 150/ 180 (+80% Bonus AD) If hit by both daggers: 90/ 135/ 180/ 225/ 270 (+120% AD). Slow duration: 1/ 1.15/ 1.3/ 1.45/ 1.6 secs. Cooldown: 10/ 9/ 8/ 7/ 6 secs. Range: 900. Cost: 75/ 70/ 65/ 60/ 55 energy.
*Dual Skillshot is a new type of linear skillshot that has 2 parallel projectiles thrown at the same time with some distance between them.
W: Coat Whip:
Terrell spins one revolution and whips his coat tail in an 80° arc with a radius of 275 dealing physical damage and the coat blocks incoming attacks making him immune to damage and CC coming from where the arc was aimed for .5 secs. When activated, Terrell gets 200 bonus movement speed that rapidly decays over .5 sec and ignores unit collision for .5 sec. This ability can be used while moving. If this ability hit an enemy, this ability can be used again within 4 secs.
Damage: 50/ 90/ 130/ 170/ 210 (+85% Bonus AD). Cooldown: 12/ 11/ 10/ 9/ 8 secs. Cost: 60/ 55/ 50/ 45/ 40 energy.
E: Blackout:
Terrell jumps high up and instantly lands behind an enemy champion (targeted blink). While landing, Terrell takes off his long coat and after a .75 sec delay the long coat lands on the ground where the ability was used as a circular AOE with a radius of 350 dealing magic damage and near sights all enemies it covers (landed on) within the AOE for 2 secs. If the coat lands on an enemy champion with a mark of “Without a trace” some energy is restored. All enemy minions and enemy wards that are covered by the long coat become lost for 8 secs. This ability can also target an enemy ward if you have vision of it and will deal one point of damage to it.
Damage: 80/ 110/ 140/ 170/ 200 (+60% AP). Energy restored: 30/ 35/ 40/ 45/ 50. Range: 600. Cooldown: 16/ 15/ 14/ 13/ 12 secs. Cost: 90/ 85/ 80/ 75/ 70 energy.
“No witnesses.”
R: Isolation:
After a 1 sec delay, Terrell dashes forward propelled by immense dark energy as a fast (about as fast as a global ultimate) and very long ranged skillshot. The dash passes through walls and the first enemy champion hit by this ability is dealt physical damage and is brought along with Terrell for the remaining distance of the ult. This ability can be interrupted if a second enemy champion is hit by this ability. If interrupted, the dash ends where the second enemy champion was hit and the second enemy champion is dealt 50% of the damage. If the first target is killed by this ability, the dash continues except another enemy champion in the way can be hit and is brought along Terrell for the remaining distance of the ult.
Damage: 200/ 350/ 500 (+150% Bonus AD). Dash Range*: 2800/ 3900/ 5000. Cooldown: 120/ 100/ 80 secs. Cost: Free.
*Point of reference: Lux ult range is 3340 and Pantheon’s ult cast range is 5500.
“Who can save you now?”
How to play Terrell:
Unlike the typical assassin, Terrell does not fall off. Usually assassins fall off because teams group up which makes it harder to pick off an enemy champion. Terrell’s ult, when used right, forces an enemy champion to be alone.
A quick combo would be to blink to an enemy champion with e then use the q. Skillshots are easier to land the closer you are so getting close to your opponent with the e makes it easier to land both daggers from q which maximizes damage. Additionally, slowing the enemy champion makes it less likely for them to dodge the coat that falls down from the second part of the e. Once the coat lands, your opponent will be near sighted. Right after blinking to your opponent, time the w right to avoid some damage while walking backwards to step out of your opponent’s near sighted sight radius. Once you’re out of their sight radius, use the ult to isolate your target. Moving out of your opponent’s near sighted sight radius will make it harder for your opponent to know where to move to dodge the ult. If the combo is done right and in quick succession, your opponent should also have 5 stacks of the passive making the enemy team lose vision of your target. It’s recommended to do that first so the enemy team has a harder time to assist their ally.
To compensate for never falling off, Terrell has a weak early game. Other than Q, he’s mostly melee. Pre 6 his only mobility move, E, is targeted so it relies on a target. To play safe, you can always try to poke with q. If an enemy teammate approaches you to assist their teammate, angle the ult so that you can push you or you and your target away from the other enemy champion. While running away from enemies, time your w well to avoid getting cc’d. It can be used while moving so you won’t stop if w is used.
Because of how the E interacts with enemy wards,
and
and
synergize well with Terrell.
To Jinx: “You really should cover up.”
Sounds cool? Comments and suggestions are welcome.
Good neighbor bonus: Traq, the Terrifying Imp