[Champion Concept] Tiki, The Totem Master

56553930_DEL·1/9/2016, 4:14:19 AM·3 votes·607 views

Tiki looks like a Polynesian guy with a mask, and his weapon is a torch. I designed this champion concept around effective ward manipulation for mobility and damage, at a deeper level than just ward hops.

I will start by introducing his abilities, starting with his ultimate because I feel that is the best ability to start with for easy understanding.

R- Curse/Inflame Active: Tiki changes the color of the fire on his torch to purple (Cursed) or orange-yellow (Inflamed), gaining different ability sets for each. Passive: Instead of traditional yellow/red/blue trinkets, Tiki gets his own special Totems that are either Cursed or Inflamed (based on active). Cursed Totems can only interact with Cursed abilities, and Inflamed Totems can only interact with Inflamed abilities. Both Cursed and Inflamed Totems act as pink wards and draw from the same ward charge pool (maximum 4 charges; up to 4 on the map). Auto attacking a Cursed or Inflamed Totem transforms it into a Neutral Totem, which has green ward properties. Tiki can still buy normal pink wards from the shop, which act independently from Tiki’s Totems.

Passive- Totem Master Tiki’s ult is automatically leveled up at level one. Also, dealing damage to champions with Inflamed abilities reduce Inflamed abilities’ cooldowns by half a second, and dealing damage to champions with Cursed abilities reduce the Totem charge regeneration cooldown by 10 seconds.

Q (Cursed)- Swing Tiki swings his torch around himself. If he hits a Cursed Totem, it is knocked back a large distance. Upon Totem collision with an enemy, the Totem explodes to deal magic damage and stun surrounding enemies, and the Totem is destroyed. If Tiki hits an enemy with his torch, he deals the same magic damage and slows. Enemies can be damaged by both the Totem and Tiki, but not by more than one Totem.

W (Cursed)- Warp Tiki instantly teleports to the nearest Cursed Totem. This is not global range.

E (Cursed)- Torchshot Tiki throws out a ball of cursed energy from his torch as a skillshot, dealing magic damage and slowing the first enemy hit. If he hits a Neutral Totem, it becomes a Cursed Totem. If he hits a Cursed Totem, it emits a wave of energy that deals its damage and slows surrounding enemies.

Q (Inflamed)- Swing Tiki swings his torch around himself. If he hits an Inflamed Totem, it is knocked back a large distance. Upon Totem collision with an enemy, the Totem explodes to deal magic damage to surrounding enemies and is destroyed. If Tiki hits an enemy, he deals the same magic damage. Enemies that take damage from either the Totem or Tiki are also Inflamed, taking magic damage per second for 4 seconds. Enemies cannot take damage from more than one Totem.

W (Inflamed)- Warp Tiki instantly teleports to the nearest Inflamed Totem. This is not global range.

E (Inflamed)- Torchshot Tiki throws out a ball of fire from his torch as a skillshot, dealing magic damage and Inflaming the first enemy hit. If he hits a Neutral Totem, it becomes an Inflamed Totem. If he hits an Inflamed Totem, it emits a ring of fire that deals its damage and Inflames surrounding enemies.

As you can see, Tiki's two ability sets, Cursed and Inflamed, are mirroring kits that have only a few major differences.: Cursed abilities provide CC, and Inflamed abilities provide more damage through Inflammation. However, they are also codependent. Tiki's passive, Totem Master, gives Inflamed abilities huge cooldown reductions, but this is useless without gaining Totem charges from Cursed abilities.

That being said, here are some example combos that show how Tiki's abilities flow with each other. Different ability sets (Cursed/Inflamed) are distinguished by capital letters and lower case letters: TOTEM(directly in front of you)-Q(knockback totem)-W: long-distance ward/totem hop TOTEM(between you and enemy)-E-Q-totem(between you and enemy)-e-q: melee range dueling combo TOTEM(directly in front of you)-Q(knockback totem)-W(before totem collides with enemy)-E(preferably hit the totem for AoE, but it still deals damage if the totem already collided and it directly hit the enemy instead)-totem(between you and your enemy)-e-q: gap closer and damage TOTEM(anywhere)-totem(directly in front of you)-q(knockback totem)-w-e-E-W: gap closer, deal damage, and come back to totem, zed-ult style TOTEM(directly north of you)-TOTEM(directly east of you)-TOTEM(directly south of you)-TOTEM(directly west of you)-Q: knockback torches in 4 different directions

STRENGTHS Cursed kit offers utility and peel Inflamed kit offers low CDs and damage Totems=vision control mobile fits every role except ADC/very versatile pick: making plays and dealing damage (top/mid), AoE damage for fast wave clear (jungle), and passively has sightstone (support)

WEAKNESSES Tiki would be extremely hard to play; he is dependent on not only skillshots but also on good ward placement and manipulation.

4 Comments

Sett up 4my gank1/9/2016, 10:34:25 AM1 votes

Neat idea a little confusing to read all that and have an accurate judge on how good the concept is but overall has nice ideas. I think the every totem acting as a pink ward might be outrageously strong though. I think it would be better to have it something like, the totem that has been out the longest works as a pink ward or something.

FlameHalbrdOkido1/9/2016, 11:26:26 PM1 votes

"W (Cursed)- Warp" need to include range, im assuming it cant be more than 1200 units (champion sight radius)