[Champion Concept] Reile, The Troubleshooter
#Reile, The Troubleshooter
Been a while. Been working on this for quite a bit; was inspired to make someone similar conceptually to Ekko (high utility AP Assassin who mixes auto-attacks and spells, and makes the player feel ‘smart’), but with a very different slant.
#General Information
Role: Assassin (Secondary: Support) Gender: Male Race: Human Birthplace: The Slums, Zaun Residence: The Slums, Zaun Occupation: Smuggler, Burglar, Assassin Faction: Zaun (Troubleshooters) Allies: Zac, Vi Friends: Graves, Twisted Fate, Ekko Rivals: Dr Mundo, Singed
#Overview
Reile is a AP Assassin ideally played from the jungle (though also usable, though ideally sub optimal, as a support or top laner). He trades reliable burst and on-demand mobility for crowd control/sticking power and utility. One of the main unique features he brings to a game is his portable shop; not only does it give him access to a number of powerful temporary effects that he can use to swing a game, but the ability to access a shop without returning to base allows for small but significant advantages to be gained by laners he places the shop near (note that, in Howling Abyss/Murder Bridge, the Outpost is automatically placed at base and has the same restrictions as the normal shop). Whilst decent at farming and ganking, Reile's strongest feature is his ability to invade his opponent's jungle, set up vision and kill his opposite number if they show any weakness. If he gets ahead, Reile can move to make the enemy jungler irrelevant through warding and stealing camps, whilst slowly granting his laners advantages. On the other hand, Reile is a very poor team fighter and unlike some other assassins, he has trouble split pushing to due to a lack of reliable wave clear and somewhat unresponsive escapes.
As a champion, Reile is meant to feel 'devious' and 'tricky', as per his concept as a burglar. On a micro level, Reile is incredibly reliant on managing his cooldowns and the ammo for his ultimate, requiring him to plan out his actions well in advance. Reile's 'combo' will change drastically depending on his target; their mobility, durability, the specific critical spells he needs to block/avoid and the nature of how they're targeted all change how Reile optimally fights an opponent and, since his mobility, crowd control and damage are all somewhat gated behind wind up times and dots, a single misplaced ability or incorrect Trick can be the difference between a certain kill and certain death.
#Lore
##**In-Game Bio **
A smuggler and burglar by trade, Reile is one of the unlucky few 'volunteered' by Zaun's city council to keep Zaun just safe enough that the city remains a physical entity and not a cautionary tale. Every so often, amidst the laboratories and back streets, the seed of a disaster germinates, cultivated by careful hands of the mad, careless or short-sighted. For Troubleshooters like Reile, disposing of such weeds before they strangle the city is a compulsory 'civic duty'. As the city's pre-eminent expert in all things larceny related, Reile is rarely required to do more than liberate a set of blue prints or some critical material from an unsuspecting scientist's workshop, but when he's required to sully his hands, his skill with his knives, his knowledge of poisons and his array of ill-gotten gadgets make him the odds on favourite against even the most horrifying abomination the city can cough up.
##Full Bio
It's said that Zaun is the city where Freedom and Knowledge walk hand in hand. The city where a man may chase his dreams as far as he wants, regardless of where it takes him, assuming he has the money, intellect and connections, of course. Unfortunately, in such a melting pot, every so often, someone has a nightmare and tries to bring it to life. Nine in every ten of these madmen are cremated before anyone can arrange a funeral, but every so often, one comes ever so close to succeeding. Few ever consider what might happen if such men were to bring their creations into the world, but that Zaun remains standing is proof of their collective failure. Of course, this isn't solely the result of the city's good fortune. Hidden in the shadows, Zaun has one last line of defence against sudden and irrevocable destruction; the Troubleshooters. Taken from the cream of Zaun's criminal crop; the toughest enforcers, the most brilliant rogue scientists and, of course, the quickest and sneakiest thieves, it's their job to make sure the big red button remains un-pressed, by hook or by crook.
Born with a proverbial lockpick in hand, Reile has been stealing since he's been old enough to walk and building connections with Zaun's underworld since he could string two sentences together. About a quarter of the contraband that enters the city and half that leaves it passes through his hands at some point. Of course, keeping yourself anonymous with so much influence is next to impossible. One day, after returning to his little hole in the wall from an especially involved operation, a council patsy was waiting for him with an ultimatum. Do your part for the city, or face twenty years behind bars.
Hardest choice of his life.
Since then, Reile's secondary job has taken him all across Zaun from the secret labs of the city's elite to the darkest slums where the truly desolate are preyed upon by the truly depraved. As a man at his best working from the shadows, Reile's skill at theft is his greatest asset; more than one doomsday weapon has vanished from its owner's abode, along with all his tools and materials, never to be seen again. However, when the knowledge of the device must be disposed of as well, Reile's knack for stealth, combined with an array of poisons and gadgets, render him a dangerous assassin when it's required of him. In a city where the foxes guard the hen house, few are more cunning or artful than him.
“First you figure out what they have and you have, then you figure out how to make what they have mean nothing and what you have mean everything.”
##Mission: Part 1 - Accepted [Lore]
As the footsteps faded into the distance, Reile pu333lled himself onto the window sill. The goons patrolling the good doctor's lair weren't particularly bright nor attentive to begin with, and whatever cocktail of chemicals they were on hadn't helped matters. At this point, they were little more than organic automatons, following a set course around the man's excessively large mansion. He wasn't certain what they were on; probably Breaker or Red Oil or some other batch produced swill. The mark was a techmaturgist, not a chemist.
As imposing as the men looked, all the commonly used 'instant muscle' substances made for horrible guards. The hextech intruder alarms, such as the one aimed towards the window, were what actually dealt with the common crook.Unfortunately for them, Reile was no common crook. He could tell from his vantage point that it was one of the industrial alarms, though the brand was obscured by the gloom. Not that it mattered. He smirked as he clenched his hand round the small, disc shaped device. The tell-tale whirr of his spell-cloak put his mind at ease and he casually let himself in through the formerly locked window. The alarm visibly sparked, but remained silent. Unlike the sort of jammer a typical burglar might have used, the cloak both prevented detection and fried the siren spell as well. Unfortunately, he didn't have the time to tamper with it manually. All he could do was close the window, move on and hope nobody noticed.
There'd been no opportunity to case the place; the doctor hadn't left the house in weeks. The best he'd been able to do was 'borrow' a copy of the floor plans from the original builders. The place only has one room big enough for a Techmaturgist to work; the basement. Through the shadows he crept, a step ahead of the guards. Knowledge of when they passed by the windows and baseless conjecture were his only tools to work out their circuits, but their heavy footsteps kept him well ahead of them. Past a locked door lay his destination.
The workshop was beyond chaotic; a sea of exotic metals and misplaced tools. In the centre, upon what could only be described as a plinth, sat the ultimate reason for his presence. A gun of some sort. Half finished. A part of him that was unabashedly Zaunian wanted to see it complete and in action, but he quashed that little voice. No time for such distractions.
He had a job to do.
The blueprints were the first thing he pocketed. Not hard to find; the man left them on the lone desk, covered in other bits and pieces. With practised ease, he picked it out from the mess. He intended to burn them once finished; regardless of how much he'd get for them, the sort of person who'd want a gun powered by something capable of levelling a medium sized village was likely the kind of person who'd rather pay in iron over gold. The less said about handing it over to the council, the better.
Speaking of the device's power source, that was his next target. The idiot had left the clump of crystallised mana out in the open for who knew what reason. A crystal that size was rare; you could light up an entire district for six months with it. Or level it in six tenths of a second. Had to be imported from some remote part of Kalamanda. The council put heavy restrictions on trading the stuff, making it far more difficult to obtain for a rogue scientist than something merely illegal. He pulled out a pair of tongs, carefully dislodged it from the metal claw grasping it and dropped it in the curse-proof case he's brought for this very purpose. The council probably wouldn't give him more than a couple of grey notes for it, but it wasn't like he could fence it elsewhere.
He took one last look around the room. Had he not known any better, he might have mistaken it for any other lab. It was unsettling to think that, out there in the city, there might be any number of nut jobs lurking behind such facades, waiting to level the place in one fell swoop. Unfortunately, it didn’t make the final portion of the job any less unpleasant.
His third and most important target was all the way up on the top floor.
He sighed, recalling the route back through the mansion.
Now for the unsavoury part.
##Mission: Part 2 - Completed [Lore]
UNDER CONSTRUCTION
#Quotes [Under Construction]
##Selection “Let’s get this over with.”
##Start of the Game “Faster we finish this, the faster we can go home.” "It's gonna be one of those missions." “Blow up the building with the big crystal on the top. Simple enough.” (Does not occur during Dominion or Ascension) “Dunno why you'd bother with a place like this, but you're the boss.” (Dominion Only) “Bleh; who'd want to live in a desert.” (Ascension only)
##Attacking “Nothin' personal.” “Ain't gonna drag this out.” “Quick and painless.” "We'll do this the hard way." "Don't bother struggling." "Pleading won't help." “My condolences.” "Let’s show 'em a little Zaunian 'hospitality'." "Time to take your medicine." "There might be justice in the next world, but you won’t find it here.” “Better you than me.” “Nothin’ for it.”
##Movement “Give me a damp city street over this place any day.” “This place is too quiet; I miss the crowds.” “Yeah, yeah, I'm going.” “There’s justice, and then there’s the law. Big difference." "What's your angle?" "It ain't yours if you can't hold onto it." "The law is only what you can prove.” “This place could do with some paved streets...And a pub.” “Never steal anything you can’t fence.” “What’s the big deal about this place?” “...Did you hear that?” “This really ain’t a place I can demonstrate my full talents in.” “I much prefer working the night shift.” “Don’t look at me like I’m some common cutpurse.”
##Joke “I may be a thief, but I've got a Heart of Gold.” “Hey, did anyone lose this wallet?” “As a Troubleshooter, I am entitled to my usual five fingered discount.” “How many Pilties does it take to refill a Hextech Torch? Nine. One to replace the globe, three to satisfy health and safety, and five to present the trophy.” (Only if there are no allied Piltover champions)."
##Taunt “I'm sure you're worth something, even if it's just as spare parts.” “Leave now, and I’ll let you keep the clothes on your back.”
##Taunt Near Enemy Twisted Fate
“Looks like you’re finally all out of luck, Fate.”
“Oi, get your own marks, TF.”
##Taunt Near Enemy Graves
“Well well, look who’s finally washed in.”
“So...What’ve you been up to the past ten years, Malcolm?”
##Taunt Near Enemy Vi
“What seems to be the matter, officer?”
“Please, come over her and just try to arrest me.”
##Taunt Near Enemy Viktor
“[Bad Imitation of Viktor's Accent]For the glorious ego pollution.”
“All the thaumatech in Runeterra won’t help you navigate Zaunian patent law, Viktor.”
##Taunt Near Enemy Singed
“If I go after you, Singed, you won't have a chance to run.”
“There are plenty of poisons you can't build an immunity to, Singed.”
##Taunt Near Enemy Dr Mundo
“Don't care what the council says. Zaun ain't your playground, Mundo.”
“Ain't no cocktail of drugs going to save you from me, Edmund.”
##Taunt near Enemy Ziggs
“Keep your Hexplosives out of Zaun and I won't slit your throat whilst you sleep. Probably.”
##Upon use of Cough Medicine (25% chance) “Good for what ails you.” “This'll stop it hurting.” “Take away the pain.”
##Item Purchases Generic “I'm sure it'll find a good home eventually” “Everyone's gotta make a livin', I guess.” “You drive a hard bargain.” “That really your best price?” “You're lucky I'm in a hurry.”
Boots of Speed 
“A pair of boots is a pair of boots.” “If they don't fall apart when you’re out in the rain, they're good enough.”
##Sorcerer’s Shoes
“Huh. Swanky.”
“I ain't one for fashion, but they'll do.”
##Boots of Mobility
“I've always preferred stealth to speed.”
##Hunter's Machete
“Y'call that a knife?”
##Stalker's Blade
“Now, that's a knife.”
##Rabaddon's Deathcap/Zhonya's Hourglass
/
“A ring? I might have seen one pass my way at some point.”
##Locket of the Iron Solari
“I don't know nothin' 'bout no lockets, Innervatin' or otherwise.
##Lich Bane
“How d’you stop this thing glowing?”
"This thing is meant to kill liches... Has anyone tested it?"
##Luden's Echo
"How can there be an echo when I'm completely silent?"
##Placing The Outpost “stock whistle to attract attention” “You open or what?”
##Shopkeeper – Greeting (Reile) “I swear, Reile, if you've dragged me all the way out here and ain't gonna buy anything, I'll tan yer hide.” “ Got the goods?” “Gonna be samplin' our 'special reserve'?” “Who're ya hirin' this time?” “The boys ain't happy 'bout this one, Reile.” “The boys are getting' antsy.”
##Shopkeeper's Lines – Greeting (Generic) “Welcome to our 'fine' establishment.” “Don't even think about askin' fer credit” “If anyone asks, it fell off the back of a cart.” “S'long as you've got the coin, I'm open.” “Whatcha buyin'?” “Ain't much to look at, but everything here's legit.” “Hey, hey, hands off the merchandise.”
##Shopkeeper's Lines – Escaping “I ain't stayin' here fer love nor money!” “I'm getting' whilst the gettin's good!” “Run and live!” “There better be hazard pay fer this!”
#Stats
NOTE: As I am not entirely sure of the formula used to calculate the new level 1 stats for each champion, I'm going with the old 'Base stats + 1 level' for starting stats.
Health: 510 – 1955 (+85) HP/5: 6.5 – 18.4 (+0.7) Mana: 340 – 1020 (+40) MP/5: 4.5 – 13.85 (+0.55) Attack Damage: 51 – 111 (+3.5) Attack Speed: 0.6995 + (3.1% – 55.8%) (+3.1%) Range: 125 (Melee) Movement Speed: 350 Armour: 22 – 73 (+3) Magic Resistance: 31.25 – 52.5 (+1.25)
#Abilities
##Passive – Shadow Agent
Toxic Asset: Reile's first basic attack afflicts the target with Incubating Toxin for 3.5 seconds. Reile's subsequent basic attacks and single hit abilities apply 3 stacks of Trauma, stacking up to 20 times. Reile's damage over time abilities apply 1 stack each time they deal damage. After 3.5 seconds, the target succumbs to the poison, taking 5 – 22 (+5% AP) magic damage per Trauma stack. If the target has 20 Trauma stacks when they succumb, they are stunned for 1.5 seconds. This effect cannot occur on the same target more than once every 20 seconds.
Unofficial Channels: Reile begins the game with a brief case in his inventory, which he may drop at any location to spawn a Smuggler's Outpost. Allies may use the Outpost as a portable shop and the shop provides additional specific goods and services to Reile in exchange for Grey Notes. Whenever he kills a large monster or gains an assist, Reile receives a Grey Note. Champion and tower kills grant 2 Grey Notes. Epic monsters grant 5 Grey Notes. Grey Notes may be redeemed at the shop for 20 gold each or spent to purchase consumables, trinkets and temporary effects. Reile starts with 2 Grey Notes and 40 less gold.
Comments: Now, the numbers on Reile's passive are rather high, but bear with me; Reile's other abilities have comparatively low damage. Reile's passive effectively means he has to choose which abilities he wants to use to get in close and which ones he wants to use to proc Toxic Asset
#Unique Items
##Smuggler's Briefcase Active (Consumable): Places a Smuggler's Outpost at target location, allowing nearby allies to purchase items. The shopkeeper will run away for 30 seconds if approached by an enemy champion.
Placement Range: 300 Shop AOE: 800
Notes: If a visible enemy moves within range of the shop, the shopkeeper will become unavailable. The shop does not provide vision. A player may undo purchases/sales so long as they remain within 800 range of the shop and do not attack, cast spells or take damage.
Items/Services Available to Reile at the Smuggler's Outpost
##Filthy Lucre (1 Grey Note) Reile exchanges a Note for 20 gold.
##Trapper's Bane (1 Grey Note) Active (Consumable): Reile tosses a cask of poison at target location, dealing 150 – 490 magic damage to all minions and monsters hit over 5 seconds.
Range: 800 AOE Radius: 225 Note: Deals 20 ticks over 5 seconds (1 tick every 0.25 seconds). Is treated as a damage over time spell for the purpose of Spell-Vamp, Rylai's Crystal Scepter and Reile's passive.
##Bootlegger's Cache (2 Grey Notes) Active (Consumable): Places a box at target location. Any ally may right click it to open the box, restoring 20% of that champion's health and mana over 5 seconds and restoring any re-fillable items/ammo as if the user had returned to base. During the next 60 seconds, that champion receives 50% reduced healing from additional cache uses. Maximum of 2 placed at any time.
Placement Range: 300 Pick Up Range: 225
Notes: Enemies may raid the Cache, depleting its charge and receiving 20 gold. The cache does not provide vision. After use, the Cache remains emptied where it was placed. When a 3rd cache is placed, another Cache (prioritising emptied caches → eldest cache) will be removed.
NOTE: Trinkets have identical active effects to their normal counterparts.
##Thief's Candle (Trinket) (Replaces Warding Totem) UNIQUE Passive - Commission: Whenever a champion passes within 300 range of a ward placed by this item (30 second CD), this item gains 1 commission stack, up to a maximum of 3 stacks. Upon returning to base or the outpost with 3 commission stacks, the stacks are consumed and you receive a grey note. UNIQUE Active: Places a Stealth Ward that lasts 60/120 seconds (120 second cooldown). Limit of 3 Stealth Wards on the map per player.
##Highwayman's Torch (Trinket) (10 Grey Notes) Passive: This item cannot be purchased until level 9. UNIQUE Passive - Commission: Whenever a champion passes within 900 range of a ward placed by this item (20 second CD), this item gains 1 commission stack, up to a maximum of 3 stacks. Revealing a stealthed champion or ward instantly grants 3 stacks. Upon returning to base or the outpost with 3 commission stacks, the stacks are consumed and you receive a grey note. UNIQUE Active: Places a Vision Ward that has infinite duration. (120 second cooldown). Limit 1 Vision Ward on the map per player
##Burglar's Lantern (Trinket) (10 Grey Notes) Passive: This item cannot be purchased until level 9. UNIQUE Passive - Commission: Whenever a champion passes within 300 range of any ward placed by you (20 second CD), this item gains 1 Commission stack, up to a maximum of 3 stacks. Upon returning to base or the outpost with 3 commission stacks, the stacks are consumed and you receive a grey note. UNIQUE Active: Places a Stealth Ward that lasts 180 seconds (120 second cooldown). Can store up to 2 wards at a time. Limit of 3 Stealth Wards on the map per player.
##Hextech Pulse Emitter (Trinket) UNIQUE Passive - Commission: Whenever this item's active reveals a stealthed unit, this item gains 1 commission stack for each stealth unit revealed, up to 3 stacks. Upon returning to base or the outpost with 3 commission stacks, the stacks are consumed and you receive a grey note. UNIQUE Active: Summons a drone at the target location for 6 seconds (400 / 600 range). The drone reveals and disables all invisible traps and wards within an 400 / 600-unit radius. (120 / 60 second cooldown).
Hextech Pulse Generator (Trinket) (10 Grey Notes) Passive: This item cannot be purchased until level 9. UNIQUE Passive - Commission: Whenever this item's active reveals a stealthed unit, this item gains 1 commission stack for each stealth unit revealed, up to a maximum of 3 stacks. Upon returning to base or the outpost with 3 commission stacks, the stacks are consumed and you receive a grey note. UNIQUE Active: Summons a drone at the target location for 6 seconds (600 range). The drone reveals and disables all invisible traps and wards within an 600-unit radius. (75 second cooldown). Additionally, your champion gains true sight for 10 seconds.
##Informant's Eyeglass (Trinket) UNIQUE Passive - Commission: If at least one champion is revealed by this item's active, this item gains 1 commission stack, up to a maximum of 3 stacks. Upon returning to base or the outpost with 3 commission stacks, the stacks are consumed and you receive a grey note. UNIQUE Active: Reveals a small location within 2500/3500 range for 2 seconds (120 second cooldown). Enemy champions hit will be revealed for 5 seconds. This does not affect stealth champions.
##Turncoat's Spyglass (Trinket) (10 Grey Notes) Passive: This item cannot be purchased until level 9. UNIQUE Passive - Commission: If at least one champion is revealed by this item's active, this item gains 1 commission stack. Upon returning to base, all stacks are consumed and converted into Grey Notes. Maximum of 3 stacks UNIQUE Active: Reveals a small location within 4000 range for 2 seconds (90 second cooldown). Enemy champions hit will be revealed for 5 seconds. This does not affect stealth champions. Also places a visible ward in the area that lasts 60 seconds.
NOTE: All contracts will activate upon purchase if there are no available inventory slots.
##Contraband Contract (2 Grey Notes) Active (Consumable): After a 15 second delay, all Bootlegger's Caches are re-stocked (2 minute cooldown).
Range: Global
##Sabotage Contract (15 Grey Notes) Active (Consumable): After a 15 second delay, enemy turrets have their armour reduced by 40% and damage dealt to minions reduced by 60% for 90 seconds (5 minute cooldown).
Range: Global
##Espionage Contract (15 Grey Notes) Active (Consumable): After a 15 second delay, gain vision of all enemy champions for 10 seconds (5 minute cooldown).
Range: Global
##Leg-breaker Contract (15 Grey Notes) Active (Consumable): After a 15 second delay, reduce the attack damage of all enemy minions spawned over the next 3 waves by 50%. (5 minute cooldown).
Range: Global
##Deposit Item Reile can have the shop keeper store one of his items. Unavailable if already storing an item.
##Withdraw Item Reile recovers the deposited item. Unavailable if no item is stored.
Note:Any
##Pack Up De-constructs the Smuggler's Outpost and returns the briefcase to Reile's inventory.
##Q – Three Strikes
Reile tosses a dagger at target location, dealing magic damage to the first enemy it hits and slowing them by 90% for 0.25 seconds. Within the next 8 seconds, this may be re-cast an additional 2 times. If all 3 daggers hit the same target, they are snared for 1.5 seconds.
Damage: 30/45/60/75/90 (+20% AP) Total Damage: 90/135/180/225/270 (+60% AP) Cost: 70/75/80/85/90 Mana Cooldown: 12 seconds Mini-Cooldown: 0.5 seconds (Can't be reduced by CDR) Range: 950 Projectile Speed: 1600 Notes: Using QSS after any of the hits will prevent the snare. Reile may activate Bag of Tricks whilst casting this and will retain his remaining charges.
Comments: On its own, Three Strikes is generally inferior to Morgana's Dark Binding aside from the projectile speed; less damage, shorter snare (even with the slow added in, aside from at level 1), shorter range, longer cooldown, similar mana cost. On the other hand, Reile's passive gives Three Strikes more staying power, plus the crowd control on it is arguably more relevant on an assassin than on a control mage.
##W – Cough Medicine
Active: Reile injects the target with poison, dealing magic damage over the next 2 seconds and slowing them. If the target drops below 10% of their maximum health (or below 300 health for minions and monsters), they instantly die and this ability's cooldown is reset.
Total Damage: 70/115/160/205/250 (+50% AP) Slow %: 20%/25%/30%/35%/40% Cost: 40 Mana Cooldown: 16 seconds Range: 350 Note: Deals damage in 8 ticks over 2 seconds (1 tick every 0.25 seconds). Functionally acts as dealing 10% of the target's maximum health as true damage once they drop below the threshold and thus will not pierce Trydamere's Undying Rage and will trigger revive effects as standard.
Comments: For anyone who's played DotA, think Ancient Apparition's ultimate, but as a single target, short ranged ability rather than an AOE global.
##E – Breaching Charge
Reile drops a mine at target location, which arms and stealths after 0.75 seconds. If an enemy champion moves within 75 range of the mine once it arms, it latches onto them and reveals them. After 90 seconds or when the ability is re-activated, the mine detonates, dealing magic damage to all nearby enemies based on their missing health (maximum of 300 damage to monsters). If detonated within the first 10 seconds after it arms, the mine deals additional magic damage.
% Health Damage: 20%/25%/30%/35%/40% (+1% per 20 AP) of the target’s missing health Flat Damage: 60/100/140/180/220 (+40% AP) Cooldown: 8 seconds after detonation Range: 250 AOE Radius: 325 Vision Radius (Ground): 125 Vision Radius (Champion): 450 Mine HP on Ground: 5 Mine HP whilst attached to a champion: 1
Notes: Enemies who have the mine attached to them will have the standard ‘this champion is revealed’ icon above their heads, but the mine will remain stealthed.
Comment: It's a remote mine. If an enemy walks over it, it sticks to them. If they have anti-stealth, they can kill it. If they don't, you get to see them until they go near a turret or you blow it up. Unlike with Teemo shrooms or Shaco boxes, even if you stack AP, the mine will be completely irrelevant if placed in a random spot with the hope that someone happens to walk by; to make proper use of it, it needs to be placed in a relevant spot, ideally within 5-6 seconds of the target walking over it. Or you use it to steal buffs. That also works.
##R – Bag of Tricks
Passive: Reile stores a charge of Bag of Tricks periodically, up to a maximum of 4/5/6 stored at once, and starts with the maximum number of Tricks every time he respawns or returns to base.
Active: Reile prepares a gadget, replacing his next ability activation with one of the following abilities. Reactivate to cancel.
##Q – Grapple Gun
Reile fires his grapple gun at target location, which then retracts, latching on to the first enemy or piece of terrain it hits. If he latches onto an enemy, he deals magic damage to them. After a 0.25 second delay, Reile is then pulled to the target. Activating this ability more than once within 8 seconds increases the delay to 0.75 seconds.
##W – Flash Bang
Relie tosses a grenade at target location. After a 0.375 second delay, the grenade explodes with a blinding flash of light that deals magic damage in a small area and completely obscures the vision of all enemy champions hit by it for 1.5 seconds. This effect cannot occur on the same target more than once every 8 seconds.
##E – Hextech Spell Cloaker
Reile activates the Cloaker, creating a shield around him for 1.5 seconds that blocks a single spell. Upon blocking a spell, the shield releases a pulse that deals magic damage to all nearby enemies. Activating this ability more than once within 8 seconds reduces the duration of the shield to 0.5 seconds.
Damage: 80/120/160 (+30% AP) Static Cooldown on Bag of Tricks: 0.75 seconds (Can't be reduced by CDR) Recharge Time: 20/14/10 Seconds Cost: 50 Mana + 1 Ammo Range: Q – 850/1000 (Firing Range/Leash Range)W - 650 E - 450 Ammunition Cap: 4/5/6 Flashbang AOE Radius: 175 Projectile Speed: Q – 1900/1400 (Shot/Retract) W – 1600 E – N/A Dash Speed (Q): 1900
Notes: Grapple Gun is counted as a projectile when fired and when retracting for the purpose of Braum’s Unbreakable and Yasuo’s Wind Wall, but the initial firing of the gun will not latch onto an enemy until it reaches the target location (unless it’s intercepted by Braum). If the grapple lands inside a wall, Reile will be pulled to the wall, but won't pass through it. If the grapple lands behind the wall and latches onto it from behind, Reile will dash through the wall and land on the other side. If Reile leaves the leash range of the grapple, it will snap and fail to pull him in, but will still consume the ammo and apply the duration penalty.
For Flash Bang, 'Obscured Vision' completely blanks the map, preventing the target from auto-attacking or casting unit-targeted spells (compare/contrast abilities like Nocturne's ultimate). Ground/self targeted spells are still usable and affect units are still able to move. The delay on the flash bang starts when it lands, not when it's thrown.
The penalty for using a trick multiple times does not count the use of other tricks (i.e. if you use Grapple Gun, you aren’t penalised when using Hextech Spell Cloaker, and vice versa).
Comments: [To be written]
As an aside, the reason for the odd Recharge time is to keep the time it takes for Reile to fully restock comparable to a standard ult; 80/70/60 seconds.
#Recommended Items
##Summoner's Rift (With Smite)
Starting Items
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x2
Core Items
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Offensive Items
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Defensive Items
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##Summoner's Rift (Without Smite)
Starting Items
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x2
Core Items
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Offensive Items
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Defensive Items
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##Twisted Treeline
Starting Items
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x2
Core Items
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Offensive Items
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Defensive items
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x2 




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