Wick - Piltover's Demolitionist
__"Wick was a famed inventor who lived in Piltover. Wick had a code he obliged by, knowing the true nature of his explosive creations could cause tragedy to all who dared near them. "They're bombs." He thought to himself as he watched the Piltover youth commonly mishandle them, trespassing on his property. His assistant,
, had grown bored of Wick's teachings and his moral code. Ziggs became insatiable, became an explosive, volatile yordle himself to have around the demolition table. Ziggs had struck an untimely friendship with the loose cannon,
right as she was almost apprehended by
and
. Ziggs saved Jinx from apprehension and left to Zaun to experiment with his newfound desires, and stolen explosives from Wick. Wick knew he had to get these explosives back from Ziggs, as well as confront his apprentice. Wick had heard about Ziggs' mischief he was stirring in Zaun, with his randomly selected victims to his terrorist bombings. He had to be stopped. Wick geared up with what unique explosives that Ziggs couldn't get his yordle hands on, and set off to confront Ziggs in Zaun and where ever else he may dare step foot in."
Wick - Support Uses Mana
Passive: Wick has additional affects on his abilities for whatever they're casted on. (Terrain: Walls, towers, fallen towers, player made terrain)
"Short Fuse/Make Way" Q: Wick places a satchel charge on a target ally; As they run, they will leave a soot trail fuse in the ground behind them. Wick may auto attack these soot lines to light the fuse connected to an allied champion. When reaching that champion, the bomb will be exploded wherever they are for an AOE burst, dealing magic damage and a slight knock back. (Damage is increased based off of distance traveled and scales on AP.) (Trails may be overlapped but will be lit if a fuse lit passes through an unlit fuse. Example: An 'X' fuse setup which lights both sides of the top X when the lit fuse reaches the middle of the X.) Cool down: 10/9/8/7/6
Q: Wick may place a satchel charge on a target terrain. Wick may reactivate the charge to detonate it and the terrain that it is on, dealing magic damage outward of the explosion, and causing 'rubble' to coat the ground. Enemies who walk over this rubble are slowed by 30% for 1 second. (Explosion damage is dealt as AP; The satchel charge will blow small holes in the wall that only Wick may walk through, but allies may use skill shots through these holes in the wall.) Cool down: 12/11/10/9/8
"Tower Over Them" W: Channel: Wick will control target allied tower when standing behind it for 8 seconds. This allied tower will gain a 'Rapid Fire' affect, gaining bonus attack speed based off of Wick's attack speed. Wick will also be able to control what the tower shoots at as well gaining a regenerative healing passive called, 'Fortify'. If Wick is interrupted while channeling, the tower will continue to fire on the target that Wick had selected, unless priority switches. ('Fortify' will regenerate 1% maximum health every half-second for 8 seconds in combat.) Cool down: 20/18/16/14/12
E: Wick may place a T.N.T. detonation box at his location. He may recast it to blast himself off to a target location, detonating the T.N.T. box and dealing an AOE magic damage burst to all enemy units around him. The T.N.T. detonation box will ignite any fuse trails on the ground, caught in the explosion. Cooldown: 18/16/14/12/10
"Zeppelin Bombs" R: Wick calls a Zeppelin to his location that he will mount into. Wick gains increased movement speed, range on his abilities, and increased tenacity by 35%. Wick may reactivate this to place small bombs that will explode after x amount of time, or on auto attacks by Wick or his allies; Dealing AOE magic damage to all enemy units around them. Wick will dismount after the duration of the zeppelin is up, all of his bombs are placed, and/or he takes at least upto 70% of his max health in damage. (Scaling on level.) (Bombs deal magic damage and he may place an amount of bombs equal to half of his level, rounded down.) (Bombs have a 1-hit health bar and will last for 30 seconds, scaling on level) Cool down: 120/110/100 (Every enemy unit hit by Wick's explosives will reduce 'Zeppelin Bombs' cool down by .5 seconds.)