Gizwix, the Trapper (Yordel)
Alright time to write down alota information about this guy.
Basic Info: Male Yordel (bit on the shorter side) Color ( Will do that later not sure what hed look best with at the moment) Melee Jungler , Support (Uses a Knife connected to a chain, will add in abilities down the list) Blind in one eye, one ear slightly cut. (Kinda got some Keld aesthetics i suppose) Physical / Ability / Enviromental? Damage
Lore: > Originally assigned to Bandel City Delta Squad Gunner division and was tasked to assist Omega squad during the war but not only did they not make it in time they were ambushed by the enemy. Although many escaped Gizwix was captured, and on route to an enemy encampment he escaped. Though being surrounded by enemy territory for such a long period of time he developed a new survival method that didnt fit in with the normal Bandel City Gunners motto. Using traps and improvised munitions he was able to turn the tide for many fights with hit and run tactics. A Legend in his own light the enemy dared not to trample near Bandel City forests for quite some time, for who knows what kind of traps would be lurking in plain sight.
Purpose: I wanted to have a character that kinda of played like an assassin but wasent so much about get in get out with large bursts of damage, but more of a character that can control the battlefield of sorts with traps and supporting slugs he fires from a large caliber handgun. I feel like the way his abilities work could offer alot of fun for people who may like to play teemo but crave a little more hidden mayhem than his single poison mushroom ability. I also feel like with his traps there may be some untapped potential i want to call environmental damage? It would work in the same way that Dragons and Jungle creeps level through out the match, damage increasing with the highest level character on the map.
Outfitted: Gizwix uses two weapons, though i did not draw them both as im horrible with guns. One is a Chain Knife, the other a single slug loaded handgun. He mainly attacks up close with his knife, and uses his chain for one of his abilities. The chain is connected to the bottom of the knife and the back of his belt. He also has a scarf that is about as long as he is tall, seems to be a very important memento, and dosent like it to be touched.
Abilites: (Small Note Not too great on putting specifics down on dmg mana / energy costs n such so im going to write descriptions of the abilities)\
Passive : Survivalist Gizwix in his spare time has made it a bit of a hobby to carve wood, most of the time to put to work for his traps. Wondering around the map he may find wood scraps, or if he finds an enemy ward he can instantly destroy it for wood scraps as well (causes a long cooldown as to not become the ward destroyer we all need and want?). The amount of wood he has stored can be used for more intricate traps.
Improvised Slug : "Q" Much how Twisted Fate chooses a card, Gizwix can tap this ability to make his next auto attack a ranged attack that will deal extra damage and have additional affects depending on the ammo he has chosen. Tapping it again without firing will cause it to circle to the next munition type. (5 sec to choose before initiating a cooldown) Possible Slug types (if not all? Choices are awesome) Stone Slug : Interrupts the target (small stun .5 sec?) knocking them back a little. **Smog Slug **: Places a poisonous gas on the target that is hit and blinds them while inside the area of effect. Splinter Slug: After hitting the first target, will then branchout to enemies behind it inflicting reduced damage. Incendiary Slug: Explodes on contact also causing burn damage over a few seconds. Piercing Round: Passes through enemies doing equal base damage with no modifier until reaching its target. **Flare **: Rather than dealing damage his range is greatly increased and can fire a long distance to reveal an area in the fog of war
Trappers Wire: "W" An ability that is used twice before starting a cooldown (if not used in 4 sec will cancel the first plant). First plants a starter wire into the ground or wall if near it, and using again will place the second. Enemies who cross this wire will be revealed for a duration, If there is a trap placed near the wire, it will be set off causing the amount of environmental damage the trap is set for. Leveling up this ability will allow for more "sets" of wires, also allowing more traps to be placed.
Chained Knife: "E" (Sounds Lame needs work) Throw your chain knife at an enemy or wall. If it hits an enemy you will deal damage and become stationary, but the enemy you have "snatched" wont be able to move outside the length of your chain (can still attack you and move around within chain length). If you activate the ability again before it fades, you will pull them slightly (not entirely) to you causing them to bleed for extra damage and slow them for a short duration. Using this ability on a wall will attach your chain to the wall not allowing you to move outside its length, but you can activate it again to pull you to the wall ( even over them if you started from the other side). Can also set off traps by cutting trappers wire with Chained Knife.
Intricate Trap: "R" ULTIMATE!!!! Gizwix Ultimate is usable from the start of the game, but it wont activate unless combined with trappers wire. It also requires "resources" in order to be used. The more resources the more "complex" or higher damaging traps you can make. Leveling this ability increases the amount of resources you can hold, and unlocks different types of traps. Using this ability works much like Improvised Slug where you can cycle through your traps but will not initiate a cool down unless you place a trap. All traps that involve some kind of movement are ment to be placed down with an option to be pointed into a direction for it to take action. More information about each type of trap will be below. Possible Traps (seriously choices are awesome the more the merrier). Wooden Bear Trap: starter Trap works much like Caitlin yordel traps, but lasts much longer and inflicts more bleed damage. Log Trap:Tier 1 Trap Slams two giant logs together dealing large damage and stunning the target. Spike trap : Tier 1 Trap Smaller trap consuming less resources dealing less damage but adds a bleed and slow effect while in its area of effect. Dart Trap : Tier 2 Trap works similar to the spike trap but has range from the direction darts where placed. Rolling Spiked Log: Tier 2 Trap, Large amount of Resources, will deal large amounts of damage and cause a stun dragging along its victims until it hits a wall where it breaks ending the stun and bleed damage. Explosive Trap : Tier 3 Trap Large Resource consumption deals large damage, causes the ground to remain on fire for a long period of time. Spring Board Trap: Tier 3 Trap Consumes little resources dosent do damage but flings targets in a direction ( why is this tier 3? Will explain below)
So to better explain why something that wont do damage and seemingly can only be used as a get away is a teir 3 trap. If you were to say combo all your traps ( which can take alot of time depending on how your team is fairing) you can essentially spring board an entire team into another trap like the rolling spiked log trap, which then rolls them all into the explosive trap probably killing all of them. The idea is that yes in combination these traps can be very game changing and make people not want to fight in areas they know traps are being laid out in simply because a trap master has been through there. His strength doesn't lie in his upfront damage which can still be fairly viable in team fights with his mostly utility skills, but with his intricate combination of traps which can separate the enemy team and take them out if they are not too careful.
P.S Rito if you like this dude let me know i would be happy to help with some concept sketches or work over some of his abilities, i feel like he could be a fun game changing character to League of Legends and hope you like his concept as well.